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Guilford

Guilford Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Components
    • 2.1 Counters
    • 2.2 Units and Leaders
    • 2.3 The Die
    • 2.4 Game Scale
  • 3. Terminology
    • 3.1 Key Terms
  • 4. How To Win
  • 5. Sequence of Play Outline
  • 6. Initiative
    • 6.1 General Rule
    • 6.2 Ties
    • 6.3 Momentum
  • 7. Stacking
    • 7.1 Stacking Limit
    • 7.2 Stacking during Movement and Retreat
    • 7.3 Overstacking Penalty
    • 7.4 Intelligence
  • 8. Zones of Control
    • 8.1 General Rules
    • 8.2 Negating ZOCs
    • 8.3 Effects of ZOC on Movement
  • 9. Movement
    • 9.1 Reinforcements
    • 9.2 General Rules
    • 9.3 Movement Restrictions
    • 9.4 Effects of Terrain on Movement
    • 9.5 Strategic Movement
    • 9.6 Removing Pin Markers
  • 10. Rifle Fire
    • 10.1 General Rules
    • 10.2 Selecting a Target
    • 10.3 Procedure
    • 10.4 Simultaneous Fire
    • 10.5 First Fire Bonus
    • 10.6 First Fire Markers
    • 10.7 German Jaeger Rifles
  • 11. Defensive Artillery Fire
    • 11.1 General Rules
    • 11.2 Selecting a Target
    • 11.3 Procedure
    • 11.4 Line of Sight
  • 12. Close Combat
    • 12.1 General Rules
    • 12.2 Procedure
    • 12.3 Artillery in Close Combat
    • 12.4 Pre-Combat Withdrawal
    • 12.5 Tactics Cards
    • 12.6 Momentum
  • 13. Combat Results
    • 13.1 Explanation of Results
    • 13.2 Retreat
    • 13.3 Disruption
    • 13.4 Shattered
    • 13.5 Morale Checks
  • 14. Leaders
    • 14.1 Stacking Leaders
    • 14.2 Using Leaders
    • 14.3 Affecting Leaders
    • 14.4 Demi-Leaders
  • 15. The Rally Phase and Unit Morale
    • 15.1 The Rally Phase
    • 15.2 Rally Effects
    • 15.3 Unit Morale
  • 16. Army Morale
    • 16.1 Adjusting Morale
    • 16.2 Army Morale Levels
    • 16.3 Demoralized and Substantial Victories
  • Tactical Matrix
  • Close Combat Table
  • Expanded Sequence of Play
  • Guilford Courthouse & Eutaw Springs Exclusive Rules
  • Guilford Courthouse Campaign Game
    • 1. Prepare for Play
      • 1.1 Color Bands and Counter Information
      • 1.2 Setup
      • 1.3 Scenario Length
      • 1.4 Player Order
      • 1.5 Army Morale Levels
      • 1.6 Momentum Chits
      • 1.7 Retreat Direction Priority
    • 2. How to Win
      • 2.1 British Decisive Victory
      • 2.2 American Decisive Victory
      • 2.3 Substantial Victory
  • Eutaw Springs Campaign Game
    • 1. Prepare for Play
      • 1.1 Color Bands
      • 1.2 Setup
      • 1.3 Scenario Length
      • 1.4 Army Morale
      • 1.5 Momentum Chits
      • 1.6 Player Order
      • 1.7 Retreat Direction Priority
    • 2. How to Win
      • 2.1 American Decisive Victory
      • 2.2 British Decisive Victory
      • 2.3 Substantial Victory
  • Historical Commentary
    • War Comes to the South
      • I
      • II
      • III
        • "Guilford Courthouse"
      • IV
      • V
      • VI
      • VII
      • VIII
      • IX
      • X
      • XI

1. Introduction

This Series Rulebook provides the baseline rule set that applies to all volumes in GMT's Battles of the American Revolution series. Individual volumes contain Exclusive Rules applicable to that volume only. In cases where a volume's Exclusive Rules conflict with the Series Rules, the Exclusive Rules take precedence.

2. Components

See each volume's specific rules for the list of components included in each game.

2.1 Counters

Unit Color Codes: Units from different nationalities each have their own unique color for easy identification. In some volumes units have shaded stripes across the top to denote which type of unit they are, or their Movement Allowance may be highlighted to identify belonging to a specific formation or that specific rules apply to those units.

2.2 Units and Leaders

Some units are "two-step" units. The front side is their full strength side; the reverse (reduced) side generally has a lower strength point and unit morale value. Units that only have one side are "one-step" units and are eliminated if they suffer a step loss.

The full strength side of all units contains their unit name, setup hex or turn of entry, unit morale, strength points, and movement allowance.

All leader counters list the leader name, setup hex or turn of entry, rank, Close Combat DRM, leadership DRM, and movement allowance.

The rulebook shows a labeled diagram of a sample Leader counter and a sample Combat Unit counter. The Leader counter is labeled with: Name, Entry Turn/Start Hex, Rank, Close Combat DRM, Leadership DRM, and Movement Allowance. The Combat Unit counter is labeled with: Name, Starting Hex, Unit Morale, Strength Points, and Movement Allowance. Below the diagram, four example counters are shown representing an Artillery unit, an American Militia unit (front and back sides shown), a Light Infantry unit, and a Dragoons unit.

2.3 The Die

Games include 10-sided dice that are used to resolve certain game functions. The 0 is treated as a 0 (not a 10).

2.4 Game Scale

Unit Scale: Each strength point of troops equals approximately 100 men. Each artillery strength point equals two cannon. See Exclusive Rules for exceptions.

Map Scale: Each hex is approximately 200 yards from hexside to hexside.

Time Scale: Each turn represents approximately one hour. For volumes with "strategic" turns, those represent one or more days each.

3. Terminology

3.1 Key Terms

Army Morale (AM): The numeric value that represents a side's will to fight. Driving the opponent's Army Morale to zero represents demoralization of that army and taking the field of battle. This results in Substantial Victory in most game scenarios. (See Series Rule 16.3)

Combat Unit: Any type of infantry, cavalry, or artillery unit. Leaders and markers are not combat units.

First Fire Marker: Indicates rifle units that have not yet performed their first Fire Combat.

Die Roll Modifier (DRM): An event or situation which causes a die roll to be adjusted.

Dragoons/Cavalry: The terms "dragoons" and "cavalry" found throughout the BoAR series are used interchangeably.

Highest Ranking Leader: The Leader that must be in command if two or more leaders are present during Close Combat. Leader seniority is listed in all Exclusive Rules.

Note: If more than one leader is present, any leader may be selected by the owning player to satisfy a casualty requirement.

Into Fieldworks: An attack across a fieldworks hexside from outside the hex which contains the fieldworks symbol (see Terrain Keys in volumes with fieldworks).

Light Infantry: Light Infantry units are designated by the symbol 'LT' on the counter.

Line of Sight (LOS): The ability of combat units to see each other across intervening hexes.

Militia: Militia is often (but not always) a lower quality unit consisting of volunteers without proper military training. The identification of Militia counters is specified in each game's Exclusive Rules.

Movement Points (MPs): Used to regulate how far a unit can move in one game turn.

Out of Fieldworks: An attack or ZOC which crosses a fieldworks hexside from the hex which contains the fieldworks symbol (see Terrain Keys in volumes with fieldworks).

Parade Order: A combat unit is in Parade Order if it is not disrupted or shattered.

Phasing Player: The player whose player turn it is, and is therefore moving units or assigning Close Combats. The other player is considered the non-phasing player.

Rally on Me Marker: These markers are placed on stacks containing both Disrupted/Shattered and Parade Order combat units as a reminder to make morale checks in the Rally Phase.

Rifle Unit: A light infantry or infantry unit which is armed with rifles.

DESIGN NOTE: Rifles permitted units to fire over greater distances than units solely armed with muskets.

There are two types of rifle units:

  1. Those designated by a white "R" in a black circle. These units afford their opponent a DRM if they participate in Close Combat (this is a benefit to the opponent).
  2. Those designated by a black "R" in a white circle. These units do not afford their opponent a DRM if they participate in Close Combat (i.e., there is no benefit to the opponent).

Musket/Rifle Unit: These units represent mixed musket/rifle formations. These units do not afford their opponent a DRM if they participate in combat (i.e., there is no benefit to the opponent). The SP values on the counter are read as Close Combat/Rifle Fire, with each value applied in the corresponding turn phase.

EXAMPLE: The values on the unit shown are read as a Close Combat Factor of 2 and Ranged Fire Combat value of 1, and four movement points.

Strategic Movement (Strat Move): When units trace their movement only along roads (some Exclusive Rules may also specify tracks, paths, etc.) and do not start nor move adjacent to enemy combat units, they may move up to twice their printed movement allowance. Normal Movement cannot be combined with Strategic Movement in the same phase.

Strength Points (SPs): The combat strength of a unit. Used for stacking, artillery/rifle fire and Close Combat.

Surrounded: When enemy units or their ZOC occupy all six hexes adjacent to a unit.

Important: For this rule only, friendly units negate enemy ZOC in their hex.

Up Slope: Attack across a slope hexside into the hex which contains the solid line portion of the slope symbol. Movement is affected in both directions across a slope hexside (See Terrain Keys and Player Aid Cards for each volume).

Victory Points (VPs): Used to determine which side has won the battle. VPs are gained by eliminating and capturing enemy steps, units and leaders, by capturing and/or holding terrain objectives, and by choosing to influence certain game actions.

Zone of Control (ZOC): The ability of a unit to exert influence over an adjacent hex.

4. How To Win

There are three victory levels: Decisive, Substantial, and Marginal.

Decisive Victory: Conditions for Decisive victory are described in each volume's Exclusive Rules.

Substantial Victory: Baseline conditions for Substantial victories are described in rule 16.3, however some Exclusive Rules modify the threshold for Substantial victories.

Marginal Victory: Conditions for Marginal victories are described in Exclusive Rules.

Note: In some volumes one or both sides may not be able to score a Marginal victory.

VP Clarifications:

  • A 2-step unit that is eliminated is worth 2 VPs whereas a 2-step unit that is captured is worth only 1 VP. In other words, captured units are worth 1 VP regardless of whether they have one or two steps. Eliminating a unit will destroy its organizational staffing. This is more effort than providing the replacements which must be expended to return the unit to fighting capacity.
  • 2-step units that begin the game on their reduced side only count as 1 VP if eliminated.
  • Shattered units on the board at the end of the game are worth ½ VP.

5. Sequence of Play Outline

Each game turn consists of two player turns. During the initiative segment, players determine which player executes their player turn first. Each player turn consists of several phases that must be executed in sequence. A more detailed version can be found in the Expanded Sequence of Play on the back page.

A. Initiative Segment

Determine which player has the Initiative this turn.

B. Initiative Player Turn

  1. Flip the game turn marker to indicate the correct player turn
  2. Movement phase
  3. Rally phase
  4. Defensive Artillery Fire phase
  5. Rifle Fire phase (simultaneous)
  6. Close Combat phase
  7. Move the game turn marker to the bottom half of the game turn and flip it over

C. Second Player Turn

  1. Movement phase
  2. Rally phase
  3. Defensive Artillery Fire phase
  4. Rifle Fire phase (simultaneous)
  5. Close Combat phase

D. End-of-Turn Segment

  1. Check for Automatic Victory
  2. If it is the last game turn of the scenario, determine a winner
  3. If additional game turns remain, advance the game turn marker to the top half of the next turn.

6. Initiative

6.1 General Rule

Initiative for a turn is determined by each player rolling a die and adding their Army Morale Initiative DRM (found on the Army Morale Track). The higher modified roll wins the initiative for that game turn.

6.2 Ties

If the modified die rolls result in a tie, both players roll again using the same modifiers (including any modifiers if Momentum Chits were used).

Note: See Exclusive Rules for exceptions.

6.3 Momentum

Momentum chits may be used to modify the initiative die roll. The player who had initiative on the previous game turn must decide how many Momentum Chits to spend first (see 12.62).

7. Stacking

7.1 Stacking Limit

Each hex may contain up to six friendly SPs of combat units other than artillery plus one friendly artillery unit (regardless of its SPs). Leaders and markers do not count for stacking purposes. Exclusive Rules may contain further restrictions and/or exceptions to stacking.

7.2 Stacking during Movement and Retreat

Stacking limits apply at all times, including during movement and retreat. A unit may never move or retreat through a hex in excess of stacking limits (Exception: see 9.1 and 13.23).

7.3 Overstacking Penalty

If units are found to be overstacked at any time, the owning player must immediately eliminate enough steps to meet the stacking limit.

Important: All step losses taken impact Army Morale and Victory Points as if they were lost in combat.

7.4 Intelligence

7.41 General: Both sides may examine all stacks of friendly and enemy units at all times.

7.42 Limited Intelligence: Some Exclusive Rules limit one or both players from freely examining enemy stacks. In those cases, use the rules below unless additionally modified by the Exclusive Rules.

A player under Limited Intelligence restrictions may not examine enemy stacks until either:

  1. During fire combat, in which case the player can examine a specific stack to choose a target.

Note: The player must commit to conducting Fire Combat against a specific hex and only then can they examine the units therein to determine which will be the target. The player must fire on the selected hex once the stack has been examined.

  1. During the Close Combat Phase a stack can be examined to determine combat odds, however once a stack is examined that hex must be attacked.

Note: The enemy stack can only be examined after it has been designated for Close Combat attack (see 12.21).

7.43 Limited Intelligence Penalty

Each time a player examines an enemy stack except in the situations noted in 7.42 above, they suffer an immediate –1 AM adjustment.

8. Zones of Control

8.1 General Rules

All Parade Order combat units exert a ZOC into all six adjacent hexes. A unit loses its ZOC while it is disrupted or shattered. The ZOC is restored if the unit rallies to Parade Order.

Note: ZOCs do extend across Ford and non-Ford Creek hexsides.

Exception: A ZOC extends out of, but not into, light forest/orchard, heavy forest, and fieldworks hexsides. See exclusive rules for additional exceptions.

8.2 Negating ZOCs

A combat unit negates an enemy ZOC in its hex for the purpose of the surrounded Close Combat modifier. It does not negate an enemy ZOC in its hex for retreat purposes (13.22).

8.3 Effects of ZOC on Movement

8.31 A unit that enters a hex in an enemy ZOC must stop and end all movement for the turn.

Important: In addition, it costs +1 MP to enter or exit an enemy rifle unit's ZOC.

8.32 A unit which begins in an enemy ZOC may move directly into another enemy ZOC but may move no further. If the first hex entered does not contain an enemy ZOC, the unit may continue moving up to its full movement allowance unless it again enters an enemy ZOC, which ends its movement.

The rulebook shows a diagram of two example hex clusters (labeled A and B) illustrating "No ZOC" and "ZOC" hexes around a unit, and the diagram below it illustrates the following example.

EXAMPLE: Unit A's ZOC does not extend into the Plantation House or the Heavy Woods. Unit B's ZOC extends out of, but not into the Lt Woods hexes.

9. Movement

9.1 Reinforcements

9.11 Placement: At the beginning of their side's Movement Phase on the game turn of arrival, reinforcements are placed according to the entry hex printed on the unit or turn track, or as specified in the Exclusive Rules.

Reinforcements may be placed in their entry hex in excess of stacking limits; however they must conform to stacking limits by the end of the movement phase.

Reinforcements may always be voluntarily delayed until a later game turn unless the Exclusive Rules for that game prohibit it.

9.12 Movement: Placement on the unit's entry hex costs no MPs. Reinforcements may move their full movement allowance and use strategic movement during their turn of entry unless prohibited by Exclusive Rules.

9.2 General Rules

During the movement phase the phasing player may move all, some, or none of their units. Units expend Movement Points (MPs) to enter adjacent (contiguous) hexes up to the Movement Allowance printed on the unit's counter.

Units pay MPs for each hex entered based on the terrain in that hex (See the Terrain Effects Chart for each individual volume in the series).

Because stacking rules are in force at all times (see 7.2) each individual unit must complete its movement before another unit may move.

Units are never required to move (Exception: see 12.2 and 13.3).

MPs cannot be saved from one turn to another nor transferred to another unit. A unit may never expend more MPs than its movement allowance.

Note: A unit may always move one hex as long as no movement restrictions (e.g., prohibited terrain) or Exclusive Rules are broken. See 13.4 and Exclusive Rules for exceptions.

9.3 Movement Restrictions

The following movement restrictions apply:

  • Shattered units may not move (see 13.4).
  • Disrupted units may only move 1 hex per turn. If adjacent to enemy units they must attempt to move away from as many as possible (see 13.3).
  • Pinned units may move only if they do not end the movement phase adjacent to any enemy units and the phasing player reduces his Army Morale (see 9.6 & 13.1, Pin).
  • A unit may never enter an enemy occupied hex or prohibited terrain.
  • A unit may never move through a hex in excess of stacking limits (see 7.2).

9.4 Effects of Terrain on Movement

The MP cost of entering hexes and crossing hexsides are cumulative. Exceptions: Up Slope/Creek and Down Slope/Creek hexsides are each treated as a distinct combined terrain type as indicated on Volume specific Terrain Effects Charts, which may contain additional terrain anomalies.

Note: Roads nullify terrain costs for movement purposes only. Other terrain in a road hex still impact combat, ZOC, etc. normally, unless otherwise indicated in the Exclusive Rules.

9.5 Strategic Movement

Units using Strategic Movement may move up to twice their printed Movement Allowance as long as they start in and remain on terrain types which allow for Strategic Movement. See Exclusive Rules and Terrain Effects Chart for which terrain types qualify for strategic movement (typically roads).

Important: Units using strategic movement may not begin adjacent or move adjacent to enemy units at any point during their move.

9.6 Removing Pin Markers

After all movement is complete, remove pinned markers from all units on both sides which are not adjacent to enemy units (see 13.1, Pin). The phasing player must reduce his Army Morale by one for each pinned combat that is broken.

10. Rifle Fire

10.1 General Rules

During the Rifle Fire Phase, both players may fire their rifle unit(s). Rifle Fire is voluntary. No unit is ever required to fire. No unit may fire more than once per phase.

10.2 Selecting a Target

The phasing player must select his target unit(s) before the non-phasing player selects his. If a unit chooses to fire, it must select an adjacent target combat unit. No unit may be the target of more than one Rifle Fire per phase. If more than one rifle unit fires at a target unit, the number of SPs firing is combined.

10.3 Procedure

STEP 1: The firing player cross-references his firing SPs on the 'adjacent' column of the Ranged Fire To Hit Table to determine the 'To Hit' number.

STEP 2: The player rolls a die. The result is modified by all applicable DRMs given in the Ranged Fire Combat DRM Table. The modified die roll is compared to the 'To Hit' number. If it is equal to or greater than the 'To Hit' number, a hit is scored.

STEP 3: If a hit is scored, a second (unmodified) die roll is made on the Rifle Fire Damage Table to determine the result. Only the target combat unit will be affected by the result. Ignore any reference to other units in the hex (Exception: 13.1, Leader Casualty). After applying the results, make any Army Morale adjustments that are required.

Both die rolls must be against the same target and only one hit will result in a damage die roll. If both die rolls hit, ignore the second hit.

DESIGN NOTE: The Jaeger companies performed a tactic known as Strassefeuer ("street fire") in which groups of up to 25 men would advance in open order on the exposed flank of an enemy, in five files of five men each. The first man in each file would fire and countermarch to the left to gain the rear of his file and reload. The next man in each file would then fire and countermarch in like fashion. This would continue while the formation was steadily advancing, thus each volley would be delivered several paces closer to the enemy than the previous one. The effect could be devastating, particularly when directed at point-blank range.

EXAMPLE: The two American units conduct Rifle Fire on the British Guards unit. The SPs of the two rifle units must be combined. Assuming no terrain modifiers, the 'To Hit' number is ≥ 6 with one die, but the two rifle units have not yet fired this game and so receive a +1 DRM First Fire Bonus. The American player rolls a 5 which scores a hit. He then consults the Fire Damage Table and rolls again. He rolls a '4' which results in an R (Retreat) for the Guards unit.

10.4 Simultaneous Fire

Rifle Fire is considered simultaneous. Results, including Army Morale adjustments, are applied at the same time after both sides have fired. The non-phasing player must execute any retreats before the phasing player.

10.5 First Fire Bonus

Rifle units firing for the first time in the game receive a +1 "First Fire" DRM on the To-Hit Table. They do not get the first fire bonus if they are combining fire with other units that have already conducted their first fire. In either case, indicate the units that have fired by removing their "First Fire" markers.

Note: If multiple units are firing together and none have fired previously the first fire bonus is only +1; the first fire bonus is not cumulative.

All firing units lose their first fire bonus for future fire combats even if their fire has no effect.

Important: A rifle unit also loses its first fire bonus if it participates in Close Combat in any game turn before conducting fire combat.

10.6 First Fire Markers

First Fire markers should be placed on top of or below Rifle units at game or scenario start (players should agree on which method to use to prevent confusion), and are removed after the unit's first fire combat.

Note: If players choose not to use First Fire markers they should track which units have fired on paper or electronically.

10.7 German Jaeger Rifles

The German Jaegers may make two die rolls against their 'To Hit' number if both of these conditions exist:

  • They are in Covered Terrain, which is defined as heavy woods, light woods or orchard.
  • There is an open flank as defined in the Turn Flank requirements (see 12.53).

11. Defensive Artillery Fire

11.1 General Rules

During the Defensive Artillery Fire phase, the non-phasing player may fire any of his artillery. Defensive Artillery Fire is voluntary-no unit is ever required to fire. No unit may fire more than once per phase.

11.2 Selecting a Target

If an artillery unit chooses to fire, it must target a combat unit that is within range and Line of Sight (LOS). See Exclusive Rules for exceptions as some volumes contain artillery types that do not need LOS to fire.

No unit may be the target of more than one defensive artillery fire per phase. Multiple artillery units can combine their SPs to fire at a target. The number of SPs is totaled and the range of the unit farthest from the target is used to determine the "To Hit" number. The range for artillery units is three hexes (see Exclusive Rules for exceptions). Calculate range from the firing unit to the target, counting the target's hex but not the firing unit's hex.

DESIGN NOTE: Although extreme ranges were possible for field artillery (3 and 6 pounders), it was the standard practice of the day to fire at 600-800 yards, and often much closer.

11.3 Procedure

STEP 1: The firing player cross-references the number of SPs firing with the range to target on the Ranged Fire To Hit Table to determine the "To Hit" number.

STEP 2: The player rolls a die, which is modified by all applicable DRMs on the Ranged Fire To Hit Table. The modified roll is compared to the "To Hit" number. If it is equal or greater than the "To Hit" number, a hit is scored.

STEP 3: If a hit is scored, a second die roll is made on the Artillery Fire Damage Table to determine the result. Only the target combat unit will be affected by the result. Ignore any reference to other units in the hex. (Exception: 13.1 Leader Casualty) After applying the results, make any Army Morale adjustments that are required.

11.4 Line of Sight

11.41 For artillery units to fire beyond an adjacent hex, they must be able to see it. In game terms, the artillery unit must be able to trace a clear Line of Sight to the target unit. LOS is always clear when firing at an adjacent unit. LOS is traced from the center of the firing hex to the center of the target hex. For purposes of LOS, slope hexsides combined with runs, creeks or rivers are considered slope hexsides.

11.42 BLOCKING TERRAIN: Forest, light forest, and slope/hill hexes are always blocking terrain. See Exclusive Rules for specific terrain types that may affect LOS in various volumes.

Any hex that contains combat units, whether friendly or enemy, also blocks LOS (See Exclusive Rules for exceptions).

LOS can always be traced into blocking terrain or hexes containing combat units, but never through it (Exception: 11.43, Case C).

11.43 UP SLOPE: Determination of LOS depends upon whether or not both the firing unit and the target unit are in 'up slope' positions to each other. A unit is in an 'up slope' position if the LOS traced from the other unit crosses an up slope hexside as it enters the target hex.

Note: The direction of the slope graphic is normally "down" in the direction of the uneven lines pointing outward—these point "down". The higher level side of the graphic is the side that is flush.

A. Neither unit is 'up slope': The LOS is blocked if it passes through any blocking terrain hex. In addition, the LOS is blocked if it crosses any slope hexside which is not part of the firing or target unit's hexes.

B. One unit is 'up slope': The LOS is blocked if it passes through any blocking terrain hex. With one unit 'up slope', a LOS may be traced through a slope hexside which is part of the 'up-slope' unit's hex.

C. Both units are 'up slope': The LOS between these units is always clear. Ignore blocking terrain.

Note: See the LOS visual example for other specific situations.

The rulebook shows a diagram of a slope hex arrangement labeled with "down slope", "up slope", and hex markers "S" (slope), "U" (unit), and "B" (blocking terrain), illustrating the up-slope LOS cases described above.

11.44 HEX SPINES: If a LOS runs exactly along a hexside, it is blocked only if both hexes adjacent to the hexside contain blocking terrain and/or combat units.

The rulebook shows a diagram of an artillery unit about to conduct artillery fire, with shaded hexes indicating those not in the artillery unit's Line of Sight, as described in the example below.

EXAMPLE: The artillery unit is about to conduct artillery fire. The shaded hexes indicate those hexes which are not in the artillery unit's Line of Sight. Hexes marked 'B' are blocked by blocking terrain, hexes marked 'S' are blocked by slopes, and hexes marked 'U' are blocked by a combat unit.

12. Close Combat

12.1 General Rules

12.11 ATTACKER/DEFENDER: The phasing player is considered the Attacker, while the non-phasing player is the Defender.

12.12 WHO MUST ATTACK: Close Combat is mandatory for all friendly combat units (except artillery units) which are adjacent to enemy units. This includes any units which retreated from Fire Combat and are now adjacent to enemy units. Exception: Rifle units are never required to attack. See Exclusive rules for additional exceptions.

12.13 WHO MUST BE ATTACKED: All enemy units which are adjacent to friendly units must be attacked. Exception: See 12.14 Diversion.

12.14 DIVERSION: During each Close Combat phase, the phasing player may designate one hex as receiving a Diversion. The Attacker does not attack these defending units, but the Attacker's units that created the Diversion must attack some other enemy units.

All attacking units which are adjacent to the defending units receiving the Diversion are penalized by having the odds in the Close Combat(s) in which they are involved shifted one column to the left (for example, 2-1 is reduced to 3-2).

Important: If the newly shifted odds are less than 1-3, the Close Combat die roll modifier is –2 instead of the normal –1 modifier for less than 1-3 odds.

12.15 MULTI-HEX COMBAT RESTRICTIONS:

  • Each unit, attacking or defending, may only be involved in one Close Combat per player turn.
  • Attacking units stacked in a single hex may combine in a single attack or attack different units.
  • All defending units in a single hex must be attacked together in a single Close Combat.
  • Each Close Combat must involve either one attacking hex or one defending hex only.

The rulebook shows a diagram of three attacking units (A, B, C) adjacent to three defending units (X, Y, Z), illustrating the example below.

EXAMPLE: Attackers A, B and C have moved next to Defenders X, Y and Z. During Close Combat, Defenders Y and Z must be attacked together. However, Attackers B and C need not attack the same hex, though all units shown must be involved in a combat. The attacking player decides to have C attack X, while A and B combine in a single Close Combat against Y and Z.

12.2 Procedure

12.21 DESIGNATE ATTACKS: The phasing player must announce all Close Combats before resolving any of them. The phasing player designates which friendly units are attacking and which enemy units are being attacked.

12.22 REMOVE PIN MARKERS: After the phasing player has announced all Close Combats, the players remove the 'Pin' markers from all units on the board (See 13.1, Pin).

12.23 COMBAT SEQUENCE: Each Close Combat is resolved separately in any order that the Attacker chooses. For each, follow the procedure given below:

STEP 1, DETERMINE ODDS RATIO:

The players total the non-artillery SPs of all their units involved in this Close Combat. The Attacker compares his SP total to that of the Defender. The ratio of Attacking SPs to Defending SPs is rounded off in favor of the Defender to a set of odds given on the Close Combat Table.

EXAMPLE: 5 SPs attacking 4 SPs is 1:1, but 4 SPs attacking 5 SPs is 1:2.

See 12.3 if all defending units are artillery.

STEP 2, DETERMINE LEAD UNITS:

Each side, starting with the Attacker, must choose one unit to be its lead unit. The lead unit must be a Parade Order unit if one is available in the hex. Artillery units may not be chosen as lead units. This unit's morale, as modified by Army Morale, will be used as a DRM for the Close Combat. Also, if there is an adverse combat result, the lead unit will be the first unit to absorb the result (Exception: See 13.1 regarding capture results).

Note: The Exclusive Rules for each game may specify other units that cannot be the lead unit in Close Combat.

LEAD UNITS AND PROHIBITED TERRAIN: Units cannot be chosen as lead units if they would be required to advance after combat into prohibited terrain. If all attacking units are doing so into prohibited terrain then one unit can be selected as the lead unit, however it will not be allowed to advance after combat if the defending hex is vacated.

PRE-COMBAT WITHDRAWAL: After the attacker declares the lead unit the defender may declare a Cavalry or Indian Withdrawal (see 12.4).

Note: Step 2 above requires the attacker to declare the lead unit first, ensuring a combat unit is identified that will have to advance should the defender choose to withdraw.

STEP 3, DETERMINE DRMs:

Before rolling the die, the players check the Close Combat DRM Chart to see what additional adjustments will be made to that die roll.

Important: Militia defending with non-militia artillery would not be considered an all-militia force even though the artillery does not participate in Close Combat nor serve as the lead unit.

DESIGN NOTE: Each Close Combat takes into account factors other than the sheer numbers involved. These factors are integrated as adjustments to the resolution die roll.

STEP 4, SELECT AND RESOLVE TACTICS:

Each side secretly chooses one of their available tactics by placing the Tactics Cards face down in front of them. The two Tactics Cards are revealed simultaneously, and cross-referenced on the Tactics Card (or the Tactics Matrix on the Player Aid Card), to determine if there is any DRM.

No Combat (NC): If one or both players chose the Withdraw tactic, and the result indicated on the Tactics Matrix is No Combat, the side playing the Withdraw tactic must retreat all units one hex. Withdrawing units do not have to retreat to the same hex. Exception: Artillery in the attacker's hex never retreats if the attacker played Withdraw. If both sides chose Withdraw, the defender retreats first. Skip to Step 9.

Note: See rule 12.53 for conditions that allow play of the Withdraw tactic.

STEP 5, RESOLVE CLOSE COMBAT:

Close Combat is resolved by rolling a die, applying any DRMs, and cross-referencing it with the Odds Ratio on the Close Combat Table. The results to the left of the slash apply to the Attacker. The results to the right of the slash apply to the Defender.

STEP 6, MOMENTUM DECISION:

The player holding the fewest Momentum Chits (the Defender in the case of a tie) may choose to spend one to return to the Resolve Close Combat step and re-roll the die. If this player declines to use momentum, the other player may choose to expend a Momentum Chit to return to the Resolve Close Combat step and re-roll the die. Multiple Momentum Chits may be spent by one or both sides in each Close Combat, but only one may be spent each time this step is reached (that is, there must be a re-roll of the Close Combat die between Momentum Chit expenditures).

DESIGN NOTE: This sequence is an attempt to ensure that the player entering a battle with the most momentum has the best chance to be the last player to call for a re-roll.

STEP 7, APPLY CLOSE COMBAT RESULTS:

The Close Combat results are applied before proceeding to the next Close Combat (see 13.1 for explanations of results). When both players are required to retreat, the Defender must retreat before the Attacker. After applying the results, make any Army Morale adjustments which are required.

STEP 8, GAIN/LOSE MOMENTUM:

See sections 12.63 and 12.64 for ways Momentum is gained or lost. Exclusive Rules may provide additional ways Momentum is gained or lost.

STEP 9, ADVANCE AFTER COMBAT:

If the defender's hex becomes vacant, the attacker must advance with at least the lead unit if it did not retreat. Other units which participated may advance up to the stacking limit, including units which had to take a morale check and passed it. Artillery units may never advance. The defender may never advance after combat.

12.3 Artillery in Close Combat

Artillery SPs never count for Close Combat.

12.31 Artillery Defending Alone: If the only defending units are artillery they are captured without conducting an actual Close Combat.

12.32 Artillery Capture Procedure:

  1. The attacker must first identify the lead unit. By rule, this must be an eligible combat unit (See 12.23, Step 2). If a unit cannot be a Lead Unit, it cannot capture artillery in this manner.
  2. Skip to Step 9, Advance after Combat.
  3. As the Lead Unit advances into the hex, the defending artillery unit is placed in the Captured box and Army Morale adjustments are made.

Important: This rule is never superseded by Exclusive Rules, such as fieldworks in some games, where attackers are not required to advance. Without exception, a unit MUST advance into the artillery unit's hex in order to capture it.

12.4 Pre-Combat Withdrawal

Pre-combat withdrawal is available to the defender in Close Combat under the following circumstances:

  • If all the defending units in a Close Combat are Parade Order dragoons and none of the attacking units are dragoons, the Defender has the option to announce a Cavalry Withdrawal after the attacker has declared his lead unit but before the attacker resolves the Close Combat.
  • If all the defending units in a Close Combat are Parade Order Indian units located in any type of woods, and none of the attacking units are Indians or light infantry, the defender has the option to announce an Indian Withdrawal after the attacker has declared his lead unit but before the attacker resolves the Close Combat.
  • Pinned defending dragoons or Indians may choose Withdrawal if they break the pin at a cost of –1 Army Morale (see 9.6 and 13.1, Pin)

Note: Exclusive Rules may list other terrain types in which Indian units may conduct Indian Withdrawal, and units other than Indians that may use Indian Withdrawal.

12.41 Procedure

Instead of resolving the Close Combat normally, the dragoons or Indians retreat three hexes, regardless of terrain costs, following retreat priorities to a hex not adjacent to an enemy unit. Mark the unit(s) with a Cavalry or Indian Withdrawal marker and go straight to step 9 of the Close Combat procedure.

Note: The attacker's lead unit, at a minimum, must advance into the vacated hex.

12.42 Effects

Dragoons or Indians marked with their pertinent Withdrawal marker:

  • Retain their ZOC
  • May not move or attack
  • Defend normally
  • May not choose Withdrawal again while under a Withdrawal marker

12.43 Removal

Withdrawal markers are automatically removed from friendly units during the owning player's next Rally phase.

12.5 Tactics Cards

12.51 At the beginning of the game, each player takes one set of Tactics Cards. During every Close Combat, each player will secretly select one eligible Tactics Card to influence the battle. Once both players have made their selections, the cards are simultaneously revealed.

12.52 Reading Tactics Cards

Every Tactics Card lists the eight tactics, grouped by their ability to be used: Basic tactics are shaded in yellow, those requiring a leader to be stacked with or adjacent to a unit(s) in the Close Combat are shaded in light green, and those requiring a leader and an open flank are shaded in a darker green.

For the Tactics Card selected, players consult the appropriate column (attacker or defender) and read down that column to find the DRM associated with each tactic that can be played by their opponent.

EXAMPLE: Shown below are the Tactics Cards played in a combat; the attacker has selected "Attack en Echelon" and the defender "Skirmish". Reading down the attack column to "Skirmish" on the Attack en Echelon card shows a –1 DRM for the combat. The defender sees the same result by reading down the defend column to "Attack en Echelon" on the Skirmish card.

12.53 Tactics Card Use Restriction: The following requirements must be met before a Tactics Card is eligible to be selected in each Close Combat.

Skirmish, Attack en Echelon and Stand Fast: May be used in all combats.

Withdraw: An all-infantry force may not choose this tactic in clear, field, or crops terrain if the opposing force contains dragoons. Additionally, a unit must have a clear retreat path in order to play Withdraw.

Frontal Assault & Commit Reserve: A Leader must be stacked with or adjacent to at least one unit involved in this Close Combat; the unit does not have to be the lead unit. See Exclusive Rules for exceptions.

Turn Flank & Refuse Flank: All of these conditions must exist in order to select either card:

  • There must be an unoccupied hex that is simultaneously adjacent to one attacking and one defending hex participating in the current Close Combat, regardless of the total number of hexes involved.
  • The unoccupied hex cannot be prohibited terrain for the selecting side's lead unit per the Terrain Effects Chart.
  • A friendly Leader must be stacked with or adjacent to at least one unit involved in the current Close Combat (this unit does not have to be the lead unit).
  • See Exclusive Rules for additional restrictions.

The rulebook shows a diagram illustrating that no open flank exists between unit A and units 1 & 2, but it does exist between unit A and unit 3, per the example below.

EXAMPLE: No open flank exists between unit A and units 1 & 2 but it does exist between unit A and unit 3.

12.54 One Leader can meet the eligibility requirements for Tactics Card use for all units with which it is stacked or to which it is adjacent.

Important: Exclusive Rules may identify leaders and "demi-leaders" (See 14.4) who are restricted in their ability to command in Close Combat.

12.55 If one player plays an illegal Tactics Card, their opponent receives a modifier of one in their favor (+1 for attacker or –1 for the defender). If both players play illegal Tactics Cards, the Tactics modifier is 0.

12.6 Momentum

12.61 There is a pool of five back-printed Momentum Chits. Players accumulate momentum during the game as a result of Close Combat. Exclusive Rules will list which side (if any) begins with Momentum.

12.62 Spending Momentum: Momentum chits are normally used in one of the three ways listed below.

Note: Some Exclusive Rules list other ways to spend Momentum.

  • CLOSE COMBAT: Each chit spent allows the re-roll of one Close Combat resolution die roll. More than one Momentum Chit may be used in one Close Combat (see 12.23, step 6).
  • INITIATIVE:
    • For each Momentum Chit spent before the initiative die is rolled, a player may add two (+2) to their initiative die roll. The player who had initiative on the previous game turn must decide how many Momentum Chits to spend first (see 6.3).
    • A player may spend three Momentum Chits before the initiative die rolls to dictate player order for the current game turn.

Note: This means a player could spend three Momentum Chits to compel their opponent to take the initiative for that game turn.

When a Momentum Chit is used, it is returned to the pool and can be accumulated again later.

12.63 Gaining Momentum:

  • The Defender gains one Momentum Chit during the Gain Momentum step whenever the final modified Close Combat die roll is less than or equal to –1.
  • The Attacker gains one Momentum Chit during the Gain Momentum step whenever the final modified Close Combat die roll is greater than or equal to 10.

If a player is entitled to receive a Momentum Chit but there are none available in the pool, the opposing player must return one Momentum Chit to the pool instead. If the opposing player does not have a Momentum Chit, there is no further effect.

Note: See Army Morale Adjustment chart for additional cases.

Exclusive Rules may list additional ways Momentum Chits are gained.

12.64 Surrendering Momentum: If a unit with a printed unit morale of +2 is captured while it is at full strength, the owning player must return one Momentum Chit to the pool. If the player does not have a Momentum Chit, the opposing player is entitled to take a Momentum Chit from the pool. If there are no Momentum Chits in the pool, there is no further effect.

Exclusive Rules may list additional ways Momentum Chits are lost.

13. Combat Results

In the following rules, the 'affected unit' is the lead unit in a Close Combat, or the target unit for Fire Combat. In Fire Combat, other friendly combat units in the hex are never affected, but leaders may be.

13.1 Explanation of Results

"-" No effect.

"AM" Army Morale Loss: The affected player must reduce his Army Morale marker by one.

"R" Retreat: The owning player retreats the affected unit one hex (see 13.2). The other friendly units in the Close Combat, and the Defender's artillery (only if the Defender suffers the "R" - and never the Attacker's artillery even if the Attacker suffers an "R"), must make a morale check; if they fail, they must retreat one hex also. When both sides must retreat, the defender retreats and makes morale checks first. See Exclusive Rules for exceptions to mandatory retreat.

"D" Disruption: The owning player retreats the affected unit three hexes (see 13.3) and places a disruption marker on the unit. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex.

  • If the affected unit was already disrupted, it is now shattered. The affected unit must still retreat three hexes.
  • If the affected unit was already shattered, it is eliminated and placed in the eliminated box.

"1" One-Step Loss: The affected unit loses one step. If the unit is a full-strength two-step unit, it is flipped over and remains in the hex; otherwise, the unit is placed in the eliminated box. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex.

DESIGN NOTE: Because it is considered to be covering the retreat of the other units, the unit that takes the loss never retreats.

"2" Two-Step Loss: The affected unit is eliminated and placed in the eliminated box. If the affected unit was only a one-step unit or was a reduced two-step unit, a second unit must take a one-step loss; if there is no other unit in the hex, the second step loss is ignored. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex also.

Important: The Army Morale impact of this result (+1/–2) occurs even if there is only one step to lose.

"DC" Captured, Defender's Choice: One combat unit of the Defender's choice is captured (if the printed unit morale is +2, see 12.64). The unit does not have to be the lead unit, neither does it have to be at full strength. The other defending units, including defending artillery, must pass a morale check. If they pass, they must retreat one hex; if they fail, they suffer a "D" result (retreat three hexes and become disrupted).

"AC" Captured, Attacker's Choice: One participating combat unit of the Attacker's choice on the affected side is captured; place the unit in the captured box (if the printed unit morale is +2, see also 12.64). This unit does not have to be the lead unit nor does it have to be at full strength. The other friendly units in the Close Combat (including all the Defender's artillery) must make a morale check; if they pass, they must retreat one hex; if they fail, they suffer a "D" result (retreat three hexes and become disrupted).

"PIN" Pinned: Participating combat units remain engaged. All disrupted and shattered units on both sides are captured. The defender, followed by the attacker, places these units in the captured box and makes Army Morale adjustments. A pinned marker is then placed on all hexes involved in this Close Combat. If no defending combat units remain after these Disrupted/Shattered captures occur, PIN markers are not placed on any units and the attacker must advance with at least the Lead Unit per 12.2, Step 9 (defending leaders would be captured in this case).

Once Pinned markers are placed, the next phasing player must either:

A. Attack with all their pinned units, and attack all defending units marked as pinned during this player turn (additional units may stack and/or attack with the pinned units);

OR:

B. Move all friendly pinned units so that they are not adjacent to any enemy units; and do not move any other friendly units adjacent to the enemy pinned units; and reduce Army Morale by one (9.6).

Note: In Case B above, one Army Morale point is spent for each individual PIN result that is removed in this way. In case B above a leader cannot leave a pin hex without triggering an Army Morale penalty.

Note: Pinned defending units may not receive a diversion. This is an exception to 12.14.

'Pin' markers are removed from all friendly and enemy units either at the end of the movement phase, with an Army Morale Penalty (see 9.6), or after all Close Combats are assigned (see 12.22).

See Exclusive Rules for Pin exceptions.

For Pin examples, see the Pinned Unit Cases table below.

Pinned Unit Cases

CaseThe Pinned Unit(s) arePinned AgainstThen
1One or more units in a single hexA single hexAll Pinned units must attack the pinned hex; other units may join the combat
2In multiple hexesA single hexAll Pinned units must attack the pinned hex; other units may join the combat
3A single unitMultiple hexesThe unit must attack all hexes it is Pinned to OR: if additional units attack all Pinned hexes, the Pinned unit may attack any of the hexes it is pinned against; if additional units attack some Pinned hexes the Pinned unit must attack all remaining hexes it is pinned to
4More than one unit in a single hexMultiple hexesThe units must, in some combination, attack all hexes pinned to OR: if additional units attack all Pinned hexes, the Pinned units may attack any of the hexes it is pinned against

NOTE: See Exclusive Rules for exceptions to these cases.

"*" Leader casualty: The owning player removes one Leader and places it in the eliminated box. The Leader chosen need not be the one in command. This is the only result from artillery or rifle fire that may affect other units in the hex. If no leader is present, ignore both the result and the Army Morale adjustment due to Leader casualty.

13.2 Retreat

13.21 RETREAT GUIDELINES: If possible, a unit must retreat into a hex which is not adjacent to an enemy unit and in a direction specified by each game's Exclusive Rules. Refer to those Exclusive Rules to determine the required direction.

13.22 RESTRICTIONS: Units may not retreat:

  • Into an enemy occupied hex
  • Into an enemy ZOC, even if friendly units already occupy the hex
  • Into prohibited terrain
  • Off the map
  • In violation of stacking limits (Exception: see 13.23).

Important: A unit may retreat in a direction not specified in the Exclusive Rules if no other path exists, only if that path does not violate any of the conditions of 13.22.

13.23 RETREAT AND CAPTURE: Any unit that cannot retreat the full distance because of restrictions is captured instead; this includes retreats caused by Rifle Fire or Artillery Fire. The unit is removed and placed in the captured box.

Exception: If a two-step unit would be captured for failure to retreat due to stacking limit violations, the owning player may choose to take a step loss and retreat, provided that the reduced-strength unit would not violate stacking limits in the hex into which it retreats. The Army Morale adjustments of suffering a '1' result are applied if the unit is reduced in this manner. (The player may still choose to have the unit captured instead of taking a step loss.)

13.24 COMBAT AND PREVIOUSLY RETREATED UNITS: If a unit retreats from a Close Combat into a hex which has not yet had its Close Combat resolved, it may not contribute any strength to that Close Combat, nor may it be selected as the lead unit. If its side suffers any result other than "No Combat", the previously retreated unit must make a morale check. If it passes, it must retreat one hex; if it fails, it suffers a "D" result (see 13.3, Disruption).

Note: Units which retreat as a result of Fire Combat must still attack adjacent units (See 12.12).

13.25 LEADER RETREATS: Any Leader may freely retreat along with any friendly retreating units with which it is stacked. Leaders are never required to retreat.

13.26 ARTILLERY RETREATS: Artillery units retreat like other units. Artillery units are not captured automatically if they end the Apply Close Combat Results Step adjacent to enemy combat units. Artillery capture occurs during Advance After Combat, and only if the defending artillery unit was alone in the hex when the Lead Unit was determined (see 12.32).

Note: Attacking artillery never retreats.

13.3 Disruption

Disrupted units:

  • Must retreat three hexes and end three hexes from its starting hex, counting by the shortest distance, or else be captured. The end hex may not be adjacent to an enemy unit if there is any hex which is also three hexes from the starting hex and not adjacent to an enemy unit. The prohibition against retreating into enemy ZOCs applies (see 13.22).
  • May only move one hex per turn, and may not move adjacent to an enemy unit. If a disrupted unit begins a movement phase adjacent to an enemy unit(s), it must use its one hex move to move away (i.e., no longer adjacent) from all enemy units if possible; if not, then it must move away from as many enemy units as possible.
  • May not attack; artillery and rifle units may not fire.

Important: If the unit ends its Combat Phase adjacent to a Parade Order enemy combat unit and it is not stacked with a friendly Parade Order combat unit, it suffers an additional "D" result, and becomes shattered. If it cannot retreat three hexes it is captured per 13.23.

  • Defend with only half of their SPs (fractions rounded up)
  • Have no ZOC
  • Are shattered, if they receive an additional "D" result
  • Are captured if they receive a 'PIN' result
  • May not attempt to Rally in the Rally Phase if in the ZOC of any enemy combat unit.

13.4 Shattered

Shattered units:

  • When initially shattered, retreat three hexes per 13.3
  • May not move (even at the minimum one-hex rate)
  • May not attack; artillery and rifle units may not fire
  • Defend with 1 SP (regardless of their actual SP ratings), and may not receive any terrain DRMs
  • Have no ZOC
  • Are eliminated, if they receive an additional "D" result (place such units in the eliminated box)
  • Are captured, if they receive a PIN result
  • Are captured, if they end any Close Combat phase adjacent to enemy units, and are not stacked with friendly Parade Order units; remove the units and place them in the captured box.
  • May not attempt to Rally in the Rally Phase if in the ZOC of any enemy combat unit.
  • Shattered units on the board at the end of the game are worth ½ VP.

13.5 Morale Checks

When a Morale Check is required, a die is rolled and the value is added to the unit's modified morale. If the result is 5 or greater, the unit passes the morale check. If the result is 4 or less, the unit fails the morale check.

MORALE CHECK MODIFIERS: Apply the following modifiers to the Morale Check die roll:

+1 Defending units attacked solely across unbreached fieldwork hexsides including forts, redoubts, stockades, revetments, earthworks, flechettes or any other type of fortified hexside specifically depicted in the game.

+? Leadership DRM (see 14.23)

See Exclusive Rules for volume specific Morale Check modifiers and situations.

14. Leaders

14.1 Stacking Leaders

Any number of friendly Leaders may stack in a hex, however only the highest ranking leader (See Exclusive Rules for leader seniority) is "in command." Place the Leader in command on top of the friendly units.

Important: See Exclusive Rules for limitations on which units each leader is able to command. Leaders must be in command in order to perform any of the functions described below.

14.2 Using Leaders

14.21 CLOSE COMBAT DRM: A Leader in command and stacked with any units participating in Close Combat modifies the die roll with his Close Combat DRM. When attacking, the rating is added to the die roll; when defending, it is subtracted. The leader does not need to be stacked with all attacking units in order to use this DRM.

Important: The most senior leader—who is deemed to be in command during the combat—is the only leader who may apply his combat DRM to the combat, regardless of how many other leaders may be present among the participating hexes.

14.22 TACTICS CARDS: In-command leaders stacked with or adjacent to units of its side in Close Combat allow for the play of additional Tactics Cards (see 12.53). See each game's Exclusive Rules for exceptions.

14.23 LEADERSHIP DRM: During all morale checks and rally attempts, the Leader in command may add his Leadership DRM to all combat units in his hex.

Leadership Ability Table

Leadership FunctionRange: Same HexRange: AdjacentUsage
Close Combat DRMYesNo, unless the leader's hex is involved in the same CCCan only be applied to one Close Combat per combat phase.
Tactics Card UsageYesYesApplies to all CC to which the leader is adjacent
Leadership DRMYesYes for George Washington only, otherwise NoApplies to each unit's roll

14.3 Affecting Leaders

14.31 Leaders are only affected directly in combat by an "*" result. Leaders are never disrupted. If stacked with units which retreat or suffer disruption, the leader may either retreat with them or remain in place.

Important: Any leader in the affected combat can be chosen for the casualty result, not just the highest ranking leader.

14.32 If the "" resulted from Fire Combat, a leader stacked with the targeted unit will suffer the loss. If the "" resulted from Close Combat, any leader stacked with units participating in that specific Close Combat will suffer the loss. Therefore, if a leader only provided additional Tactics Cards due to adjacency, that leader is not eligible to satisfy a loss result.

14.33 Leaders alone in a hex are captured immediately if Parade Order or Disrupted enemy combat units enter their hex. This capture can occur either during the movement phase or as a result of advance after combat. If the Leader is captured during enemy movement, the capturing unit does not have to stop or expend additional movement points.

14.4 Demi-Leaders

Some non-leader units allow Tactics Cards to be played for themselves or other units stacked with or adjacent to them. These units are specified by a 5-point gold star on their counters and explained fully in each game's Exclusive Rules.

15. The Rally Phase and Unit Morale

15.1 The Rally Phase

During the Rally Phase, the phasing player's disrupted or shattered units that are not in an enemy ZOC may attempt to Rally. A unit attempts to Rally by making a Morale Check (13.5). A Leader in command may modify the Rally attempt of any units in the same hex by adding his Leadership DRM (14.23). A Leader is not required in order to make a Rally attempt.

15.2 Rally Effects

A disrupted unit that passes its Morale Check is restored to Parade Order. If it fails its morale check, it remains disrupted. A shattered unit that passes its Morale Check becomes disrupted. If it fails its Morale Check, it remains shattered.

15.3 Unit Morale

15.31 BASE MORALE: A unit's base morale is printed on the unit. The base morale on the reduced side of a unit is usually one less than on the full-strength side.

15.32 MODIFIED MORALE: A unit's modified morale is the unit's base morale plus the unit's army morale modifier (see 16.2). A lead unit's modified morale is used as a DRM for Close Combat (see 12.2).

15.33 Rally on Me: "Rally on Me" markers should be placed on top of stacks containing both Parade Order and Disrupted/Shattered units as a reminder to make morale checks in the Rally Phase.

16. Army Morale

DESIGN NOTE: In this period of warfare, battles were decided less often by inflicting overwhelming losses than by destroying the opponent's will to resist. The Army Morale Track measures the tenacity and will to fight of a player's entire force. The success or failure of the individual units throughout the course of play will have a cumulative effect upon the overall status of each player's army. Conversely, the overall morale status of a player's army influences the ability of individual units to perform to maximum effect.

16.1 Adjusting Morale

Army Morale may need to be adjusted each time one of the following occurs (see Exclusive Rules and Player Aid Cards in each volume for additional cases):

  • A Fire or Close Combat result is other than 'no effect'.
  • A unit rallies (+1)
  • A Leader casualty (see Exclusive Rules)
  • PIN markers are removed in the Movement Phase (see 9.6).

16.2 Army Morale Levels

16.21 HIGH MORALE: If an army is considered at High Morale the Initiative DRM for that army is +1. All units in a High Morale army use their printed unit morale ratings.

16.22 FATIGUED: If an army is Fatigued, the Initiative DRM for that army is 0. All units in a Fatigued army have their unit morale ratings reduced by 1.

16.23 WAVERING: If an army is Wavering, the Initiative DRM for that army is –1. All units in a Wavering army have their unit morale rating reduced by 2.

Note: If the Army's Morale changes between High, Fatigued or Wavering during the resolution of a Fire Combat or Close Combat, resolve any resulting morale checks using the Army Morale level that was in effect at the beginning of that Combat. The new Army Morale level is used for any Combats which are still to be resolved in that Combat Phase.

16.3 Demoralized and Substantial Victories

If an Army's Morale falls to 0, it is considered Demoralized. The game ends immediately, and the opposing player wins a Substantial Victory.

Tactical Matrix

The Tactics Matrix cross-references the Attacker's Tactics Card selection (columns) against the Defender's selection (rows) to give the DRM for the Close Combat. NC means No Combat.

Defender \ AttackerSkirmishAttack en EchelonStand FastWithdrawFrontal AssaultCommit ReserveTurn FlankRefuse Flank
Skirmish0–1+1NC+2–1–10
Attack en Echelon+10–1–100+1–1
Stand Fast–1+10

Frontal Assault and Commit Reserve require a Leader to be played. Turn Flank and Refuse Flank require a Leader and an Open Flank to be played (see 12.53).

Close Combat Table

Cross-reference the (modified) die roll with the Odds Ratio column. The result to the left of the slash applies to the Attacker; the result to the right of the slash applies to the Defender.

Dice Roll1-31-21-13-22-13-14-1
–22/-AC/-AC/-AC/-AC/-1*/-D/-
–1AC/-1*/-1*/-1*/-1*/-D/-D/-
01*/-1/-1/-1/-1/-D/-R/-

Notes:

  • Odds of less than 1-3 are resolved as 1-3 with a –1 DRM (–2 DRM if Diversion is used).
  • Odds of greater than 4-1 are resolved as 4-1.
  • Shift the Odds on Close Combats where any attacking units are adjacent to Diversion defending units 1 column to the left (i.e., 2-1 becomes 3-2).
  • Die rolls less than –2 are treated as –2. Die rolls greater than 11 are treated as 11.

Combat Results key:

  • (blank) No Effect
  • AM: Army Morale Loss
  • R: Retreat
  • D: Disruption
  • 1: One Step Loss
  • 2: Two Step Loss
  • DC: Captured, Defender's Choice
  • AC: Captured, Attacker's Choice
  • PIN: Pinned
  • *: Leader Casualty

The printed table also marks, by shading, which results correspond to the Defender gaining Momentum and which correspond to the Attacker gaining Momentum; the shading could not be reproduced in this transcription, but the underlying rule is stated in full in 12.63 (Defender gains a Momentum Chit whenever the final modified die roll is ≤ –1; Attacker gains one whenever it is ≥ 10).

Expanded Sequence of Play

A. Initiative Segment (See Rule 6.0)

  • Each player rolls one die and modifies it by the Army Morale DRM to determine who has the Initiative this turn.

B. Initiative Player Turn

  1. Flip the game-turn marker to indicate the correct player turn.

  2. MOVEMENT PHASE (9.0)

  • Place reinforcements if any (9.11).
  • Disrupted units may only move one hex (13.3).
  • Shattered units may not move (13.4).
  • Pinned units may move only if they do not end their move adjacent to an enemy unit and the phasing player reduces his Army Morale (9.3).
  • Units may conduct Strategic Movement (9.5).
  1. RALLY PHASE (15.0)
  • Make a Morale Check (13.5) for each friendly Disrupted (13.3) or Shattered (13.4) unit that is not in the ZOC of an enemy combat unit.
  • A modified die roll ≥ 5 Rallies the unit (+1 AM).
  • Shattered units that Rally become Disrupted, Disrupted units that Rally become Parade Order.

See Exclusive Rules for other game functions that may be performed in the Rally Phase.

  1. DEFENSIVE ARTILLERY FIRE PHASE (11.0)

The non-phasing player may fire any or all of his artillery units.

STEP 1: Determine "To Hit" number (cross reference artillery SPs with the range to the target on the Ranged Fire To-Hit Table).

STEP 2: Roll a die. If the modified die roll is equal to or greater than the "To Hit" number, a hit is scored.

STEP 3: If a hit is scored, a second unmodified die roll is made on the Artillery Fire Damage Table to determine the result. After applying the results, make any Army Morale adjustments that are required (16.1).

  1. RIFLE FIRE PHASE (10.0)
  • Both players may conduct Rifle Fire with their Rifle units.
  • Fire is considered simultaneous (10.4).

STEP 1: Determine "To Hit" number (cross reference Rifle SPs with the "adjacent" column on the Ranged Fire To-Hit Table) (10.3).

STEP 2: Roll a die. If the modified die roll is equal to or greater than the "To Hit" number, a hit is scored (10.3).

STEP 3: If a hit is scored, a second (unmodified) die roll is made on the Rifle Fire Damage Table. Make any Army Morale adjustments that are required (16.1).

  1. CLOSE COMBAT PHASE (12.0)

A. Designate all attacks (12.21). The phasing player must attack with all his units that are adjacent to enemy units, and all adjacent enemy units must be attacked. Exceptions: Artillery and rifle units (12.12), Diversions (12.14).

B. Remove Pin markers from all units (12.22).

C. Conduct all designated Close Combats.

CLOSE COMBAT SEQUENCE (12.23):

STEP 1: Determine Odds Ratio.

STEP 2: Determine Lead Units.

  • After the attacker declares its lead unit, defender may choose Pre-Combat Withdrawal (12.4).

STEP 3: Determine DRMs.

STEP 4: Select and Resolve Tactics.

STEP 5: Resolve Close Combat.

STEP 6: Momentum Decision.

STEP 7: Apply Close Combat Results.

  • Make Army Morale Adjustments.

STEP 8: Gain Momentum.

STEP 9: Advance after Combat.

  • Artillery Capture (12.32).
  1. ADVANCE GAME TURN MARKER

Move the game-turn marker to the bottom half of the game turn and flip it over.

C. Second Player Turn

Same as above, except ignore B1 and B7.

D. End-of-Turn Segment

  1. Check for Automatic Victory (see Exclusive Rules).
  2. If it is the last game turn of the scenario, determine a winner.
  3. Advance the game-turn marker to the top half of the next game turn.

Guilford Courthouse & Eutaw Springs Exclusive Rules

This booklet covers two battles of GMT's Battles of the American Revolution series: Guilford Courthouse (March 1781), where Nathanael Greene's Continentals inflicted crippling losses on Lord Cornwallis's army despite yielding the field, and Eutaw Springs (September 1781), the last major engagement of the Revolutionary War in the Carolinas.

This file is a transcription of the Guilford Courthouse & Eutaw Springs Exclusive Rulebook (2nd Edition), a companion to the Series Rulebook shared by every volume in the "Battles of the American Revolution Tri-pack: Guilford, Saratoga, Brandywine". Exclusive Rules take precedence over the Series Rules where the two conflict.

Game Design by Mark S. Miklos. GMT Games, LLC. © 2002 and 2017 GMT Games, LLC. 2nd Edition.

Guilford Courthouse Campaign Game

  1. Prepare for Play
  2. How to Win
  3. Special Rules Guilford Courthouse Historical Scenario Guilford Courthouse Order of Battle

Eutaw Springs Campaign Game

  1. Prepare for Play
  2. How to Win
  3. Special Rules Eutaw Springs Historical Scenario Eutaw Springs Order of Battle

Historical Commentary

Guilford Courthouse Campaign Game

1. Prepare for Play

1.1 Color Bands and Counter Information

1.11 Color Bands. The color bands that run across the top of each unit define the following in Guilford Courthouse:

British:

  • Red = Regulars
  • Green = Germans
  • Yellow = Loyalists

American:

  • No Stripe = Continentals
  • Dk. Blue = State Troops
  • Lt. Blue = Virginia Militia
  • Green = N.C. Militia

1.12 White Stripe. All Guilford Courthouse units have a thin white stripe across their counter to help distinguish them from Eutaw Springs counters.

1.13 Lee's Vanguard. The following four units constitute "Lee's Vanguard": Lee's Legion Horse, Lee's Legion Foot, Campbell, and N.C. Independent Volunteers. Their "at start" locations are shown in parenthesis on the counters.

1.2 Setup

  • American: The American player sets up units according to their "at start" locations printed on the counter.
  • British: The British player puts units on the Game Turn Track according to their turn of entry.

1.3 Scenario Length

The scenario begins on turn 1, (6:00 AM), and ends on turn 13, (6:00 PM), unless either side achieves a Decisive or Substantial Victory.

1.4 Player Order

The player order for turn 1 is British player followed by the American player. Thereafter, all turns will be random (determined by Initiative die rolls).

1.5 Army Morale Levels

At start levels are 14 for both players.

1.6 Momentum Chits

The British start with 1 momentum chit.

1.7 Retreat Direction Priority

  • British: South, Southwest, West
  • American: North, Northeast, East

2. How to Win

2.1 British Decisive Victory

The British can win a decisive victory in two ways:

2.11 As soon as they exit six SPs of British or British allied combat units, excluding artillery, off the board between hexes 2429 and 2433 inclusive (designated by infantry silhouettes).

Design Note: If the British player can exit the stipulated units off the board on the designated hexes he is considered to have gotten behind the American army and astride the road to Speedwell's Iron Works. This was the primary American depot in the region and was located approximately 12 miles from the battlefield. If taken by the British, the American Army would have been crippled, its militia dispersed and its effectiveness neutralized. Short of annihilating the Americans on the field of battle this would have been the kind of setback Cornwallis hoped to deliver.

2.12 As soon as they capture or eliminate General Greene and eight SPs of Continentals, excluding artillery.

Design Note: No previous American commander proved as successful as Greene. His loss, together with the cadre of veteran Continentals that comprised the Southern Army, would break the back of American resistance in the south.

2.2 American Decisive Victory

The Americans win a decisive victory as soon as they capture or eliminate General Cornwallis and 16 SP's of British or British allied combat units, excluding artillery and the Royal North Carolina Provincial Regiment.

Design Note: Eliminating Cornwallis and half of the remaining British forces in the army would be a crushing defeat, leaving only garrison forces in the south to be mopped up.

2.3 Substantial Victory

See 16.3 in the Series rules.

2.4 Marginal Victory

2.4.1 American Marginal Victory: Assuming no Decisive or Substantial victory, a Marginal victory will be awarded if the British fail to meet their Marginal Victory conditions.

2.4.2 British Marginal Victory: Assuming no Decisive or Substantial victory, a Marginal victory will be awarded if he has a margin of 2 or more VPs than the American player.

2.5 Leader Loss VPs

The American player earns VPs for the capture or casualty of the following British leaders:

LeaderVPs
Cornwallis2 VPs
O'Hara1/2 VP
Leslie1 VP
Webster1/2 VP
Tarleton1 VP

The British player earns VPs for the capture or casualty of the following American leaders:

LeaderVPs
Greene3 VPs
Stevens1/2 VP
Lee1 VP
Eaton1/2 VP

2.6 Victory Hexes

The following hexes are worth 1 VP to the player who controls them at game end: Hexes 1718, 0927 and 1832. All 3 are considered American controlled at start.

Control is defined as either occupying them with a non-artillery combat unit, or being the last to pass through them. Enemy ZOC will negate control of these hexes.

Exception: If the British control the Guilford Courthouse hex (1832), the American player gets no points for any victory hexes he controls.

3. Special Rules

3.1 Special British Artillery Fire

On any ONE TURN in the game in which the American player is conducting Close Combat against British player units that are within range and line of sight of a Parade Order British artillery unit, the British player may "fire" into the melee. This is abstracted, however, and no actual British artillery fire takes place. Instead, the odds in that American attack are reduced two column shifts to the left. This rule can be used even if the British guns already fired during the defensive artillery fire phase of the current game turn.

Design Note: At the height of the battle, after the British Guards had overrun the 2nd Maryland and captured its artillery, the 1st Maryland and Washington's Dragoons launched a ferocious counterattack. Victory or defeat hung in the balance. This was the deciding moment of the battle as Cornwallis sought to breach Greene's 3rd and final line of defense. Seeing his Guards getting the worst of the melee he ordered his own artillery to fire canister and grape into the swirling mass of men, over the protests of his own officers. While the resultant slaughter was indiscriminant, and many British Guardsmen fell among their American adversaries, the fire had the desired effect. The American counterattack was broken. With more British units coming up and forming for assault Greene decided to give up the field and retire to his base twelve miles away.

3.2 British Loyalists and Virginia State Troops

Neither the British Loyalists nor the Virginia state troops suffer a negative modifier when in Close Combat with enemy regulars. (N.C. and/or Virginia militia does, however, as in other games.)

3.3 Tarleton

Tarleton is a demi-leader for the play of tactics chits for himself only. If stacked with any other units, or if involved in a multi-hex attack, he loses this capability.

3.4 Lee's Legion

Lee's Legion Horse, representing Light Horse Harry Lee, is a demi-leader for the play of tactics chits for himself and the other units in Lee's Vanguard (see 1.13). If stacked with any other units, or if involved in a multi-hex combat with any other units, he loses this capability.

3.5 Generals Eaton and Stevens

  • General Eaton may only command N.C. militia, including the Marquis de Bretigney and the N.C. Independent Volunteers.
  • General Stevens may only command Virginia militia, including Campbell, and Lynch.

Seniority: If N.C. and Virginia militia is stacked together, and if the same stack also contains both Generals Eaton and Stevens, then General Stevens may command the mixed stack.

Singleton's Continental Artillery: This unit is "attached" to the militia. It can draw command and control from either General Eaton or Stevens throughout the game.

3.6 The Marquis de Bretigney

Combat Effects:

  • Has one (1) SP when defending alone in a hex
  • Cannot attack when alone in a hex, even if participating in a multi-hex combat
  • If stacked with other units, contributes 1 SP to the combat
  • Cannot be the lead unit if other Parade Order units are in the combat

Movement Restrictions: The Marquis de Bretigney may not move west of hex grid xx11.

Screening Road Movement: If the Marquis is alone and exerting a ZOC over the road net, and if Tarleton, using regular movement rate, is able to move adjacent, then the Marquis is considered screened. Any British infantry units coming up from behind would be permitted to use road movement to move adjacent and attack him that turn (This is an exception to Series Rule 9.5 (Strategic Movement)). In this case the attacking British infantry have their strength reduced by half, rounded down. Each British unit is rounded down individually. Thus, 1 SP units would not be permitted to attack. The British attack receives a –1 DRM for "hasty assault."

Design Note: The French Marquis de Bretigney was in command of an assortment of N.C. mounted militia units assigned to vidette and outpost duty along the expansive road net surrounding the community of Guilford Courthouse. These troops were of inferior fighting quality and could offer only minimal resistance when operating alone.

3.7 American Sortie Restrictions

Except for Lee's Vanguard and the Marquis de Bretigney, Greene's army may not move until released. Release occurs after contact with the enemy or on turn 6, whichever occurs first.

Contact: Contact with the enemy is defined as fire combat, close combat, or LOS from any American unit to a British or British allied unit, excluding light infantry or dragoons. If contact occurs, Greene will release two turns after the turn of contact, unless this would occur after turn 6. Mark the turn track to remind players when Greene's army can sortie.

Automatic Sortie: Greene sorties automatically on game turn 6 (This is when Lee historically returned to the main American lines). Once released, neither the N.C. and Virginia militia nor the Continental artillery may move west of Little Horse Pen Creek or south of Sawpit Branch.

Note: Lynch's rifles are Virginia militia but are not restricted by this rule. All other American units are free to move anywhere.

Design Note: Greene deployed his army in a defensive posture upon the advice of Daniel Morgan, who had used this 3-line array to such decisive effect at The Cowpens. Greene knew the British were coming toward him and was committed to awaiting their assault. These rules are designed to somewhat restrict the American player from selecting a course of action that would be ahistorical with the advantages of 20/20 hindsight. (This rule does not apply to the Historical Scenario since it picks up the action at the point of the British assault and eliminates the opportunity for early maneuver).

3.8 Reinforcements

Arriving units appear on hex 0201, marked "B," at no cost and may move off normally. They may use Strategic Movement rates. If this hex is occupied by American units, British units may appear in adjacent hexes and move at 1/2 MPs, rounded down. Reinforcements may be delayed if desired per Series Rule 9.61.

3.9 Guilford Courthouse, McCuiston Plantation House and the New Garden Meeting House

Movement Effects: Movement into these hexes is prohibited to artillery and dragoons. It costs 1 MP for all others.

Combat Effects: Units defending in these three hexes receive a –1 DRM against Rifle and Artillery Fire and a –1 DRM in Close Combat.

Note: All other buildings on the map have no effect.

3.10 N.C. Militia

Neither the British player nor the American player receives Army Morale adjustments, (positive or negative), for captures and casualties inflicted upon N.C. militia combat units, including the Marquis de Bretigney. Singleton's "attached" artillery is not included in this special calculation; it is treated in the standard way.

N.C. militia combat units are worth 1/2 VP to the British player for every two units, round down, regardless whether captured, eliminated, or shattered.

Example: 1 unit = 0 VP, 2 or 3 units = 1/2 VP, etc.

Momentum Chits: Momentum cannot be gained by the British player in Close Combat against an all-N.C. Militia force.

Design Note: These were the most "suspect" units in Greene's army. They were untrained and undisciplined and were asked to only stand long enough to fire a volley or two. With the exception of the Surry County Militia they performed as both commanders expected and melted away into the forest.

3.11 Lee's Vanguard Optional Deployment

Lee's Vanguard may deploy anywhere north of hex row 08xx and east of Little Horse Pen Creek. If you use this rule, accelerate the arrival of all British units by 1 turn. (Turn 2 units arrive with Tarleton on turn 1, turn 3 units arrive on turn 2, etc.).

Guilford Courthouse Historical Scenario

4.1 British Setup

HexUnit
1720Brigadier General O'Hara, 2nd Bn Guards, MacLeod's Artillery
1619Major General Leslie, 2Bn Fraser's Highlanders
1520v. Bose Regiment
1819Colonel Webster, Royal Welsh Fusiliers
192033rd Regiment of Foot
15191st Bn Guards
1719Lieutenant General Cornwallis, Grenadiers
1818Light Infantry, Jaegers
1718Tarleton's Legion

British Units Not Used: Royal North Carolina Loyalists and the Royal Fusiliers

4.2 American Setup

Set up units per their "at start" hex designations except for the following units:

HexUnit
1523Campbell's VA Militia, Lee's Legion Ft
1223Lee's Legion Dragoons
1726N.C. Independent Volunteers (reduced)

American Units Not Used: Marquis de Bretigney

4.3 Scenario Length

The game begins on Turn 8 (1 PM) and ends on Turn 12 (5 PM).

4.4 Momentum

The British begin the scenario with 1 Momentum Chit.

4.5 Army Morale

The at-start Army Morale is 14 for both sides.

4.6 Initiative Order

The British move first on Turn 8. The initiative is determined randomly on all other turns by Initiative die roll.

4.7 Special Rules

4.7.1 N.C. Militia: Army Morale and Victory Points for eliminated or captured N.C. Militia units are handled the same as in the campaign game (see 3.11 [N.C. Militia, section 3.10 above]).

4.7.2 British Army Morale Bonus: The British receive a +1 Army Morale bonus IF:

  • There are no American combat units on the fence line along the east edge of Hoskin's field (hexes 1523, 1623, 1723, 1823, 1923, and 2022) by the end of Turn 8 (i.e., the first turn of the scenario) AND:
  • At least two of the six hexes are occupied by British Combat units.

The British player receives +1 Army Morale as soon as the conditions above are met.

4.7.3 Victory Points

  • No VPs are awarded for control of hexes 0927 or 1718.
  • Guilford Courthouse (hex 1832) is worth 1 VP to the player controlling it at the end of the scenario. The American player controls this hex at the start of the scenario.
  • The British player controls Guilford Courthouse if they occupy it with a Parade Order combat unit (excluding artillery) and there is no American ZOC in the hex.

4.7.4 Victory conditions are the same as in the campaign game (see Section 2).

4.7.5 Rule 3.7, American sortie restrictions, is not used in this scenario.

Guilford Courthouse Order of Battle

Grand Army of the Southern Department Major General Nathanael Greene

Continentals

Maryland Brigade (Col. Otho Williams)

  • 1st Maryland Regiment (Col. John Gunby)
  • 2nd Maryland Regiment (Lt. Col. Benjamin Ford)
  • Delaware Infantry Company (Captain Peter Jacquett)

Washington's Legion (Lt. Col. William Washington)

  • 1st & 3rd Continental Dragoons [elements]
  • N.C. and Virginia Mounted Militia [elements]
  • Delaware Infantry Company (Captain Robert Kirkwood)

Lee's Legion (Lt. Col. Henry "Light Horse Harry" Lee)

  • 1st Continental Artillery (Major Harrison)
  • Singleton's Battery (Captain Anthony Singleton)
  • Finley's Battery (Captain Samuel Finley)

State Troops

Virginia Brigade (Brigadier General Isaac Huger)

  • Green's State Regiment (Lt. Col. John Green)
  • Hawes' State Regiment (Lt. Col. Samuael Hawes)

Militia

Butler's N.C. Brigade (Brig. General John Butler)

  • Orange County
  • Granville County
  • Guilford County
  • Rowan County
  • Surry County

Eaton's N.C. Brigade (Brig. General Pinkertham Eaton)

  • Warren County
  • Halifax County
  • Edgecombe County

N.C. Independent Rifle Corps (Colonel William Preston)

Stevens' Virginia Brigade (Brig. General Edward Stevens)

  • Augusta County
  • Rockbridge County
  • Berkeley County

Lawson's Virginia Brigade (Brigadier General Robert Lawson)

  • Henry County
  • Botetourt County
  • Pittsylvania County
  • Mecklenburg County
  • Goochland County
  • Prince Edward County
  • Nottoway County

Campbell's Rifle Regiment (Col. William Campbell)

Lynch's Rifle Regiment (Col. Charles Lynch)

British Southern Army Lt. General Charles (2nd Earl) Cornwallis Major General Alexander Leslie

Regulars

Brigade of Guards (Brig. General Charles O'Hara)

  • 1st Battalion Guards (Lt. Col. Norton)
  • 2nd Battalion Guards (Lt. Col. Stewart)
  • Light Infantry
  • Grenadiers
  • British Legion Infantry [attached]

71st "Highland Scots" Regiment of Foot (Col. Fraser)

  • 2nd Battalion

23rd "Royal Welch Fusiliers" Regiment of Foot (Col. James Webster)

33rd Regiment of Foot ("Cornwallis")

  • Remnants of 17th Dragoons and 7th "Royal Fusiliers" Regiment of Foot [Cowpens survivors]

4th Battalion Royal Artillery

  • Section (Lt. John MacLeod)

(German Mercenaries)

Musketeer Regiment Von Bose (Lt. Col. De Buiy)

Jaeger Battalion

  • Anspach-Beyreuth Company
  • Hesse-Kassel Company

Loyalists

British Legion (Lt. Col. Banastre "Bloody" Tarleton)

Royal N.C. Regiment (Lt. Col. John Hamilton)

Eutaw Springs Campaign Game

1. Prepare for Play

1.1 Color Bands

The color bands that run across the top of each unit define the following in Eutaw Springs:

British:

  • Red = Regulars
  • Yellow = Loyalists
  • Brown = Militia

American:

  • No Stripe = Continentals
  • Dk. Blue = State Troops
  • Lt. Blue = Militia
  • Green = Partisans

1.2 Setup

  • British: The British Player sets up units according to their "at start" locations printed on their counter. The 19th and 30th regiments are optional reinforcements (see 3.20).
  • American: The American Player places all units on the Game Turn Track according to their turn of entry.

1.3 Scenario Length

The scenario begins on turn 1 (7:00 AM) and ends on turn 10 (4:00 PM), unless either side achieves a Decisive or Substantial victory.

1.4 Army Morale

At start army morale is 14 for the Americans and 13 for the British.

1.5 Momentum Chits

The Americans start with 1 momentum chit.

1.6 Player Order

Turns 1 & 2 are American Player turns only. The player order for turn 3 is conditional pending the outcome of close combat between American forces and the British foraging party on turn two (see 3.2). Turns 4–10 are random player order (determined by Initiative die roll).

1.7 Retreat Direction Priority

  • British: East, Northeast, Southeast
  • American: West, Northwest, Southwest

2. How to Win

2.1 American Decisive Victory

The Americans win a decisive victory at the end of any game turn in which they occupy hex 1108, without the presence of a British ZOC, and eliminate or capture 14 SPs of non-artillery British and/or Provincial combat units, excluding militia. A minimum of 8 of these SPs must be British regulars.

2.2 British Decisive Victory

The British win a decisive victory the moment they eliminate or capture Greene and 12 SPs of non-artillery American combat units, excluding militia. A minimum of eight of these SPs must be Continentals.

2.3 Substantial Victory

See 16.3 in the Series Rules.

2.4 Marginal Victory and Draw

Assuming no automatic victory, a marginal victory will be awarded to the player with a margin of victory of 3 or more points. A tie, or a margin of victory of 1 or 2, will be considered a draw.

2.5 Leader Loss VPs

The American player earns VPs for the capture or casualty of the following British leaders:

LeaderVPs
Stuart2 VP
Majoribanks1 VP
Coffin1/2 VP

The British player earns VPs for the capture or casualty of the following American leaders:

LeaderVPs
Greene2 VP
Hampton1/2 VP
Swamp Fox1 VP

Note: This VP (for the Swamp Fox) is in addition to normal adjustments for elimination or capture of the unit. For example, if the Swamp Fox were eliminated it would be worth 2 VPs per the Victory Point Schedule found on the Player Aid Card and worth an additional 1 VP for the loss of the leader.

2.6 British Encampment Victory Hexes

Whichever player controls the majority, (4/7), of the encampment hexes at the end of the game gets three VPs. Control is defined as occupying, or being the last to pass through, with a combat unit, (exception: artillery) regardless of ZOC. The Wantoot Plantation house is considered to be an encampment hex. All seven hexes are British controlled at start.

3. Special Rules

3.1 Turns 1 and 2

Turns 1 and 2 are American Player turns only. On turn 1, however, the American player does not get to use Strategic Movement.

3.2 Turn 3 Player Order

The player order for turn 3 is conditional pending the outcome of close combat between American forces and the British foraging party on turn two. If the combat result is "no effect," or if the foraging party successfully retreats, the British Player gets the initiative on turn 3 (Members of the foraging party escape and raise the alarm). Any other result and the Americans get the initiative on turn 3 (The foraging party is overrun and the British are caught napping).

3.3 The Foraging Party

The sole function for this unit is to determine the initiative for turn 3 as explained in 3.2 above. It has the following characteristics:

  • May not attack, but may defend, (SPs are in parenthesis)
  • May not move until attacked, (MPs are in parenthesis)
  • Has a ZOC
  • Causes no gain or loss of AM points, is worth no victory points, and does not cause the American player to gain momentum.

Design Note: Despite reports from American deserters, the British commander gave testimony after the battle that he was completely surprised by the appearance of the American Army. Sensing no threat he sent an unarmed "rooting" party with a small mounted escort to forage for sweet potatoes on the morning of the battle. This work detail was overrun by the American vanguard. A handful of survivors made it back to the British camp to raise the alarm. British forces scrambled into line of battle just west of their encampment where they met the fury of the fully deployed American attack.

3.4 The British Perimeter

The following 7 hexes constitute the British Perimeter: 1113, 1012, 0912, 0811, 1212, 1312, and 1411. As soon as American combat units (except artillery) occupy or pass through any 4 of the 7 hexes, the British player loses 1 step of Army Morale. The adjustment occurs immediately and is a one-time event. Subsequent maneuver by both armies, relative to the British perimeter, will not affect British Army Morale.

Design Note: The British perimeter was added to the design as an inducement for the British player to attempt a stand west of or within his encampment area, which is historically accurate, rather than defending "behind" his encampment in order to "mis-use" the rules governing looting. In other words, Lt. Col. Stuart couldn't know and certainly wouldn't have planned on American units breaking ranks and to allow the British player this luxury, without penalty, would be to "game" the history in a way totally out of context with the historical reality.

3.5 American Surprise Attack

On the first turn in which any American units have close combat with any British Player unit(s), with the exception of the foraging party, shift one column left or right on the Close Combat table in the American player's favor for that close combat phase only (i.e.: 1:1 becomes either 3:2 or 1:2 depending on whether the American is attacking or defending). Fire combat is not affected.

3.6 The Swamp Fox

  • The Swamp Fox is a demi-leader for the play of tactics chits for himself and any militia with whom he is stacked. If stacked with any other units, or if involved in a multi-hex combat with any other units, he loses this capability.
  • Has a Leadership DRM of +1 as a modifier on the looting table (see 3.11).
  • Provides a Leadership DRM of +1 during attempts to rally from Disordered status for himself and any Militia unit he is stacked with.

Note: If the Swamp Fox is Disrupted he loses the ability to modify the looting and rally from disorder die rolls. If disordered, however, he still applies the +1 Leadership DRM to the disorder rally attempt for himself and any Militia he is stacked with.

3.7 Coffin and Majoribanks

John Majoribanks (pronounced "March-banks") and John Coffin are both Majors, but Majoribanks is a Regular. If stacked together, Majoribanks will be in command.

Major Coffin: May only command Loyalists and/or Tory militia.

3.8 Wade Hampton

May only command State Troops, Partisans, and/or militia. Exception: if the force is all dragoons, it may contain Continentals.

3.9 The Wantoot Plantation House

3.9.1 Movement Effects: Movement into this hex is prohibited to artillery and dragoons. It costs 1 MP for all others.

3.9.2 ZOC and Line of Sight: ZOCs extend out of this hex, but not into. This hex blocks LOS.

3.9.3 Combat Effects: Close combat is not mandatory for units inside. Units defending in this hex receive the following benefits:

  • +1 to morale checks
  • –2 to fire combat against units inside
  • –1 to the attacker in close combat against units inside

3.9.4 Retreat & Disruption:

  • For Retreat results the lead unit is not required to retreat and other units in the hex do not have to make morale checks.
  • Units suffering a Disrupt result must retreat three hexes per Series Rule 13.3. Other units in the hex have to make morale checks normally per Series rule 13.1.

Terrain Note: The garden (hex 0907) has no effect on play.

3.10 British Encampment Hexes

Tent encampment hexes do not block line of sight, but the plantation house does. When an American unit enters a British encampment hex for the first time it ends all movement for the turn. Place an encampment marker on the hex with the American control side up and check for looting (see 3.11). If an encampment hex is re-occupied by the British player, flip the encampment marker over to its British control side.

Note: Looting can only occur one time (i.e., the first time an American Unit or stack enters the hex) for each Encampment Hex. Any American units that subsequently enter an encampment hex are not subject to 3.11.

3.11 Looting Procedure

  • The first American combat unit, including artillery, that enters a previously unlooted British controlled encampment hex must immediately check for "LOOTING". Note: this can occur either during the movement phase or during advance after combat, but not during retreat.
  • The unit or units entering the Encampment Hex roll on the LOOTING TABLE to see if they become Disordered. The Leadership DRM of a commanding leader may be added to the die roll. The Swamp Fox has a +1 Leadership DRM if moving with Militia.

Note: Unit morale is not taken into account on the looting table.

  • Units that roll within the range or specific number on their line of the Looting Table become Disordered and should have a Disordered marker placed on them.

Looting Table

American Unit TypeDisordered die roll
Lee's Legion, (foot and horse), and Kirkwood0
Maryland Bde.0–2
Virginia Bde., Washington's Drgns, and Browne's Artillery0–4
N.C. Bde, Gaines' Artillery, Swamp Fox and State Troops, (foot and horse)0–6
Militia0–8

3.11.1 Disorder Effects:

  • Cannot move or attack
  • Defend at 1/2 SPs, rounded up (a 1 SP unit would still be a 1)
  • Has no ZOC
  • Disordered rifles and artillery cannot fire
  • –1 modifier in close combat
  • Cannot be the lead unit if stacked with Parade Order combat units
  • Is captured if it suffers a PIN result in Close Combat

Note: If the unit suffers a Retreat, Disrupt, or step loss result it does so normally and the disorder marker is removed. Units may remain Disordered indefinitely.

3.11.2 Rally From Disorder: A player may attempt to rally his disordered units during his Rally Phase of the next game turn. Friendly leaders may assist in the rally attempt in the normal way. Whereas unit morale was not considered on the looting table, it is used in the normal way during the rally from disorder die roll.

Design Note: After initial British resistance, especially on the American left flank, their lines began to break en echelon from their left to their right. American pursuit swept the retiring British right through their encampment. With utter victory within it's grasp the American army now faltered as tired, hungry and thirsty men broke ranks to help themselves to the spoils of war that were everywhere plentiful among the British tents. Indeed many breakfasts were still on the cook fires. American officers tried in vain to restore order, a task made even more difficult when the rank and file discovered the cache of British rum in the camp. This interlude gave the British time to rally and counterattack with great effect. Greene was forced to give up the field.

3.13 Black Jack Oak

Movement Effects: Artillery and dragoons are prohibited from entering these hexes.

Zone of Control: ZOCs extend out of but not into Black Jack Oak hexes.

Combat Effects:

  • Units defending in a Black Jack Oak hex receive a –1 fire DRM and a –2 Close combat DRM.
  • All cavalry units as well any additional units participating in an attack into Black Jack Oak when cavalry is the lead unit, are prohibited from advancing after combat if the defender's hex is vacant. Note: this is an exception to Series Rule 12.2, Step 9.

Design Note: This represents near impenetrable thickets of scrub oak, briars, brambles and vines located on the British right along the banks of the Santee River. Here British Major Marjoribanks (pronounced, March-banks), anchored the British line and held even after the rest of the forward British position had collapsed. He repulsed several American attempts to dislodge him, even wounding and capturing American cavalryman William Washington, before eventually retiring in good order to the Wantoot Plantation house.

3.14 Swamp Hexes

  • The only unit that may enter swamp hexes is the Swamp Fox.
  • ZOCs extend out of but not into swamp hexes.
  • Combat Effects: The Swamp Fox receives a –1 DRM for Close Combat when defending in a swamp hex. This is the only unit that can receive this benefit.

3.15 Santee River

Movement Effects: Units may enter Santee River hexes and move up and down the river paying the terrain cost of the other terrain in the hex. The only unit that may cross the River on a non-ferry hex is the Swamp Fox. The Swamp Fox can cross the River at any point by starting his movement phase in a River hex and spending all his movement points to cross (place the "Swamp Fox is Crossing the Santee River" marker on the Swamp Fox counter to denote this). He can exit normally on the opposite shore the following turn.

Combat Effects: While on a river hex in the act of crossing, the Swamp Fox provides the attacker with a +1 fire DRM, and a +2 Close Combat DRM.

3.16 Nelson's Ferry

Movement Effects: Entering the Nelson's Ferry hex costs Lt. Infantry, Infantry, Militia and Leaders 2 MPs. It costs artillery 3 MPs, and dragoons 4 MPs to enter. It does not cost any extra MPs to exit the Nelson's Ferry hex.

Combat Effects: Units defending in the Nelson's Ferry hex provide the attacker with a +1 Close Combat DRM.

3.17 Morale Adjustments

Leader Casualties/Capture (Army Morale adjustment for casualty/capture):

LeaderAM Adjustment
Stuart+1/–1
Majoribanks+1/–2
Coffin+0/–1
Greene+2/–3 (plus American player surrenders 1 Momentum chit)
Hampton+0/–1
Swamp Fox+1/–2

Note: The Army Morale adjustments listed are in addition to standard adjustments for elimination or capture of the unit. For example, if the Swamp Fox was captured the Army Morale adjustment would be +1/–1 per the Army Morale Adjustment table found on the Player Aid Card and there would also be an additional Army Morale adjustment of +1/–2 for the loss of the leader.

3.18 Variable Entry

The Swamp Fox and the S.C. Militia rifles have variable entry as indicated on the counters. They may enter together or separately.

SC Militia Rifles: Anywhere with or west of another American unit.

General Greene: With any American player unit.

3.19 Close Combat DRMs

Neither Partisans, State troops, nor Loyalists suffer a negative modifier when in close combat with enemy regulars. Militia alone do, however, as in the other games.

3.20 Optional British Reinforcements

The British have two partial regiments of reinforcements heading their way from Charleston. They arrive on turn 7 at either entry hex C or D, but must enter together at the same hex. The entry hex costs no MPs. They may not use road bonus on the turn of entry. The British player must secretly declare, at the start of the game, whether to use these troops. If so, this should be noted on a piece of paper and be revealed on the British half of Turn 7. If using these reinforcements one point of Army Morale is surrendered upon entry.

Design Note: Historically, they arrived the next day and took no part in this battle. This optional rule allows the British player to force-march the reinforcements at the cost of an Army Morale point.

Eutaw Springs Historical Scenario

4.1 British Setup

HexUnit
0913Irish Buffs
1013NY Volunteers
1113de Lancey, Lt. Artillery
1213Skinner's Greens
131363rd
141264th
1310Coffin, Ninety Six District Militia, Charleston Horse

Majoribanks & Lt. Infantry: In any Blackjack Oak hex. Grenadiers: With or east of any British unit. Sheridan's Rifles: With or east of any British unit. Stuart: With any British player unit. Not Used: 19th, 30th, and the Foraging Party

4.2 American Setup

HexUnit
0817Palmetto Foot
1016Pickens/Sumter
1116NC Militia, Gaines Artillery
1216Swamp Fox
1417Lee's Legion Foot, Lee's Legion Horse
0919Maryland Brigade
1119Virginia Brigade, Browne Artillery
1319NC Brigade
0820Hampton, Palmetto Horse
1022Washington's Dragoons
1122Kirkwood

SC Militia Rifles: Anywhere with or west of another American unit. General Greene: With any American player unit.

4.3 Scenario Length

The game begins on Turn 4 (10:00 AM) and ends on Turn 10 (4:00 PM).

4.4 Momentum

The American player begins the scenario with 1 Momentum Chit.

4.5 Army Morale

At start Army Morale is 14 for the Americans and 13 for the British.

4.6 Initiative Order

The American player goes first on turn 4. After that, the turns are random player order (determined by Initiative die roll).

4.7 Rules Not Used

  • Optional British Reinforcements (3.20)
  • Foraging Party (3.3)

4.8 The British Perimeter

Rule 3.4 is in effect.

4.9 Victory

Victory is determined the same way as in the campaign game.

Eutaw Springs Order of Battle

Grand Army of the Southern Department Major General Nathanael Greene

Continentals

Maryland Brigade (Col. Otho Williams)

  • 1st Battalion (Lt. Col. John Eager Howard)
  • 2nd Battalion (Major Henry Hardman)
  • Delaware Light Infantry Company (Capt. Robert Kirkwood)

Virginia Brigade (Lt. Col. Richard Campbell)

  • 1st Battalion (Major Sneed)
  • 2nd Battalion (Capt. Thomas Edmunds)
  • Va. Continental Cavalry (Lt. Col. William Washington)
  • Va. Artillery Detachment (Capt. William Gaines)

N.C. Brigade (General Jethro Sumner)

  • 1st Battalion (Col. Ashe)
  • 2nd Battalion (Major Armstrong)
  • 3rd Battalion (Major Blount)

Lee's Legion (Lt. Col. "Light Horse Harry" Lee)

Browne's Independent Artillery (Captain Browne)

State Troops

S.C. "Palmetto" Battalion (Col. Wade Hampton)

  • Foot (Col. William Henderson)
  • Horse ("Hampton")

Militia & Partisans

S.C. Combined Brigade (Brigadier General Andrew "Fighting Elder" Pickens)

  • Pickens' Brigade ("Pickens")
  • Sumter's Brigade (Brigadier General Thomas "Gamecock" Sumter)

N.C. Brigade (Col. Francis the Marquis de Malmedy)

Marion's Brigade (Brigadier General Francis "Swamp Fox" Marion)

  • S.C. Militia Rifles

British Garrison Forces Lt. Col. Alexander Stuart

Regulars

Flank Companies (Major John Majoribanks, pronounced "March-banks")

  • Light Infantry
  • Grenadiers

3rd "Irish Buffs" Regiment of Foot ("Stuart")

63rd Regiment of Foot

64th Regiment of Foot

Royal Artillery

  • Light Artillery Battery

Loyalists

N.Y. Brigade (Lt. Col. John Harris Cruger)

  • De Lancey's Battalion
  • N.Y. Volunteer Battalion
  • Sheridan's Rifles (Major Sheridan)

N.J. Volunteer Battalion (Major Joseph Greene)

  • S.C. Loyalist Cavalry Regiment (Major John Coffin)
  • Charleston Horse Troop

Militia

S.C. Tory Militia

  • Ninety-Six District

Historical Commentary

War Comes to the South

By: Mark S. Miklos

I

From April 1775 to June 1778 well over 70% of the fighting in the American Revolution, including virtually all the major battles, occurred in the northern states or Canada. From June 1778 until the end of the war, however, that theater witnessed only 11% of the conflict. 89% of the fighting had shifted to the south where 130 actions occurred in South Carolina alone. What accounted for this change in emphasis?

The war entered a new phase following the Battle of Monmouth Courthouse New Jersey in June 1778. Despite American successes at Trenton, Princeton and Saratoga there were also defeats on the balance sheet. After 3-years of war a general stalemate prevailed in the north. The British held the major cities and much of the countryside. But Washington had kept the American army, and thus the cause, intact. This was his greatest genius. When France entered the war in 1778 the British realized that a new strategy was called for.

From 1779 to 1781 the British would concentrate their primary efforts in the south. Their motivation was as much political as it was military. The home government was convinced that large segments of the southern population were Tory. They hoped to rally this segment and in so doing at least partially offset the growing costs of the war. The war was expensive and hiring thousands of German mercenaries increased the cost still further with no end in sight. How could the war be won and Britain's honor redeemed without bankruptcy? The hoped for answer was that the American Loyalists would win it once provided with leadership and support.

The British had naval supremacy. Canada was firmly in British hands. Allied Indians to the west provided a constant threat to the frontier. A successful southern campaign would complete the encirclement of the northeast and middle states and wins the war. These were the rationales for the southern campaign of 1780-81.

II

The grand campaign began in December 1778 with the capture of Savannah Georgia. Using this lodgment as a springboard they successfully besieged Charleston in May 1780, capturing an American army of over 5,000 men. Afterward, Lieutenant General Charles Cornwallis quickly overran the South Carolina hinterland. He defeated the only other American army in the south at the Battle of Camden in August of that year. Overrunning the state was one thing, but pacifying it proved to be another.

Partisan forces emerged to constantly harass British outposts, depots and supply lines. Famous leaders such as Francis Marion, (the Swamp Fox), Thomas Sumter, (the Gamecock), and Andrew Pickens, (the Fighting Elder), rode into legend at the head of their makeshift forces. The Patriots also dealt serious blows to elements of the British army at King's Mountain and Hannah's Cowpens. A new commander, Major General Nathanael Greene, was at last sent south to rebuild and revitalize the Grand Army of the Southern Department in December 1780.

Greene was a master of the fighting retreat. After the Battle of Cowpens, in January 1781, he led Cornwallis on a chase across North Carolina toward the Dan River and Virginia. He crossed over just hours ahead of his British pursuers. Frustrated and weary after losing the "Race to the Dan," the British fell back to Hillsborough in central North Carolina. Here they issued a proclamation for all Loyalists to rise up and join the King's army. Meanwhile, freshly reinforced, Greene now took his turn at following. Ultimately the two forces clashed at the crossroads hamlet of Guilford Courthouse on March 15th 1781.

Cornwallis' veteran army was dwindling daily due to lack of supply. The bulk of its elite light troops had been lost at Cowpens. To compensate he styled his remaining 2,000 man force as light infantry, burned his supply train and set the example by having his own baggage put to the torch. He was gambling on local Tory support and felt the increased mobility would enable him to catch the Americans. Local support, however, did not materialize as anticipated. He therefor sought a battle of annihilation in which he hoped to crush the American army before his own forces withered away.

Greene also sought a major battle for the first time since taking command. He now had over 4,000 troops including approximately 1,000 Continentals. His army was as strong as it was ever likely to be. Militia forces came and went, as he was painfully aware, and he might not have another opportunity to outnumber his opponent two to one. After weighing the alternatives, including the clear understanding that the outnumbered redcoats were well-disciplined veterans, he decided to offer battle. Each commander hoped to deliver the coup de grace.

While Guilford Courthouse is considered a British victory, the toll of battle nearly wrecked Cornwallis' army. No longer capable of sustaining offensive operations and literally in doubt as to the source of its next meal, the British army disengaged and marched to the coast at Wilmington to be resupplied. Thereafter Cornwallis advanced to meet his destiny at Yorktown leaving British forces in South Carolina to fend for themselves. Greene let Cornwallis go and re-entered South Carolina to begin the great liberation.

The Battle of Eutaw Springs on September 8th, 1781, was Greene's last major engagement in the Deep South. This time it was the American army that had the initiative, having driven the British from post to post. Eutaw Springs was a mere 40 miles northwest of the British base at Charleston. Once again the battle is considered a British victory and once again the strategic outcome was the same. This time the British withdrew fully into their perimeter around Charleston never to re-emerge again. After a year and a half of campaigning they were right where they had started.

Greene said it best. "We fight, get beat, rise up, and fight again."

III

"Guilford Courthouse"

Sources disagree on the precise number of troops present at the Battle of Guilford Courthouse. Estimates range between 4,000 to 4,500 Americans and between 1,950 and 2,300 British. At any rate it can safely be said that the Americans outnumbered the British by 2:1.

Three-quarters of the American force, however, were militia. From North Carolina came two 500-man brigades commanded by Brigadier Generals Eaton and Butler, an assortment of independent rifle companies and a contingent of mounted militia infantry under the French adventurer Major the Marquis de Britegney.

The Virginia militia included the 600-man brigades of Brigadier Generals Lawson and Stevens. Stevens had fought at the Battle of Camden where his troops fled in panic. He was anxious to redeem his reputation and that of his men. There were also militia rifle companies from Virginia organized under Colonels Campbell and Lynch. This was the same Colonel Campbell who had obliterated Patrick Ferguson's Tory army at King's Mountain. Colonel Lynch's treatment of Tories, meanwhile, was so ruthless that it led to the expression, "lynching," still used to this day.

Previous histories cited two Continental regiments from Virginia in Greene's Order-of-Battle. Recent scholarship has proven that these two units were in fact state of Virginia troops on loan from Governor Thomas Jefferson. They were made up of new recruits for whom this would be their baptism of fire.

Approximately one quarter of Greene's army was Continentals. Colonel Otho Williams commanded the Maryland Brigade. It included the crack 1st Maryland Regiment. Captain Kirkwood's veteran Delaware infantry had been converted to light troops while campaigning in the south. At Guilford Courthouse the light infantry of Lee's Legion joined them.

Lee's Legion also consisted of three sections of dragoons. Together with the cavalry of Colonel William Washington these troopers made up the bulk of the American mounted arm. While in pure numbers the mounted troops on both sides were roughly equal, the Americans rode upon distinctly superior horses. Their mounts were fresh from Pennsylvania and Virginia while the British Legion under Tarleton rode used-up draft horses commandeered from farms in the Carolinas.

IV

Although outnumbered 2:1 Cornwallis commanded a veteran army. Greene himself wrote, "The quality of these troops was the very best. Most of them had been in America since 1776 and had fought in the battles around New York, Philadelphia, at Charleston and at Camden."

British units included the 23rd and 33rd Regiments. The 23rd, or "Royal Welsh Fusiliers," had once been commanded by Sir William Howe. The 33rd was Cornwallis' own crack Regiment. At Guilford Courthouse command of the 33rd belonged to Colonel James Webster who led several valiant charges only to fall mortally wounded at days end.

The distinctive skirl of bagpipes heralded the 71st, or "Fraser's Highland Regiment." The 71st was organized as two battalions but only the 2nd Battalion fought at Guilford Courthouse. The 1st had been destroyed at Cowpens.

There was also a German mercenary regiment in the army. It was the Regiment von Bose, (formerly the Regiment von Trumbach.) This Regiment had already distinguished itself three times in battle. It stormed Fort Clinton in the Hudson Highlands, fought the rear-guard action at Stono Ferry and repulsed the Franco-American assault against Savannah. At Guilford Courthouse the Regiment wore a distinctive high red color symbolizing these battle honors.

The remainder of Cornwallis' force consisted of two battalions of Guards, Grenadiers and Light Infantry and 2 companies of Jaeger riflemen. Lt. Colonel Banastre Tarleton commanded nearly 200 cavalry of the British Legion. Although the Legion had been mauled at Cowpens its ranks were once again full with disciplined Loyalist recruits from South Carolina. As pointed out earlier, however, they were poorly mounted.

Commanding the Royal Artillery of four 6-pounders and two 3-pound "grasshoppers" was Lt. John MacLeod. This same John MacLeod, who under direct orders from Cornwallis would fire canister into a melee at the height of the battle though it meant killing British troops in the process, would go on to serve Wellington as a general of artillery at the Battle of Waterloo.

A 350-man rear guard was left at Deep River Meeting House to watch the British camp. Lt. Colonel John Hamilton's Royal North Carolina Regiment, a few dragoons and the Cowpens survivors of the British 7th Regiment made up this force.

V

The following statements, typical of contemporary accounts, describe the terrain around Guilford Courthouse. "The greater part of this country is wilderness." "A deep forest of lofty trees, often thick with underbrush." "A virgin forest of large trees."

In this part of North Carolina the coniferous forests of the south are just beginning to merge with the deciduous forests of the north. Only 20% of the trees were evergreen pines. The rest of the forest was leafless in the late Carolina winter. Nevertheless the forest was dark, even in daylight. Low growth further obscured view and would entangle any attempt to maintain formations while the smoke of battle exaggerated the gloom.

Under these circumstances the bayonet was often useless although from the point of view of buckskin clad backwoods riflemen, who preferred to fire from behind cover, the conditions were ideal. As events would unfold the entire British right flank would be drawn off and engulfed by these thickets and encircled by riflemen firing literally from every side.

Not every square foot over which the armies fought was so densely wooded, however. The battlefield was approximately 1½ miles long, bordered on the west by Little Horse Pen Creek and on the east by Hunting Creek, and ½ to ¾ of a mile wide from north to south. The British advance was west to east along the New Garden Road over steadily rising ground.

There were two areas where the ground was cultivated and open. The first was a series of old cornfields near the Hoskins Homestead. These fields were 600 yards long and 800 yards wide. Although the British could assume their formations here they would be exposed to fire from covered positions around the edges of the fields. Greene therefore chose to post his first line at a rail fence where the eastern edge of these fields met the forest.

Greene's second line was 400 yards behind the first and designed to take advantage of the thick forest through which the British would have to pass. To improve their position the Americans felled trees and improvised an abatis. Brigadier General Stevens placed riflemen behind his brigade with orders to shoot down any soldier attempting to flee. The Virginians intended to be stout.

The other significant clearing was around the hamlet of Guilford Courthouse itself. Here the prow of a forested hill overlooked an irregularly shaped series of fields and pastures ranging from 200 to 1,000 yards wide and from 200 to 400 yards long. There was a scattering of buildings and the Courthouse itself stood near the intersection of the New Garden and Reedy Fork Roads. The Reedy Fork Road led toward the American depot at Speedwell's Ironworks and would provide the path of retreat for Greene's army if necessary.

Greene posted the Maryland Brigade and the Virginia state troops here. Erroneous early scholarship placed this third line some 500 yards beyond the second but recent analysis by ground penetrating radar, exhaustive study of artifacts and first hand accounts place Greene's main position between 800 to 1,000 yards beyond the second line. Behind Hunting Creek and atop the covered high ground near the Courthouse the Americans could dominate the cleared area below.

This defense-in-depth was modeled after the deployment used to such great effect by Colonel Dan Morgan at Cowpens. Greene concentrated his North Carolina militia in the first line where they could fire from cover at the exposed British in the fields. The militia had no bayonets and with or without orders they would probably run when the battle became close.

Greene decided to give them a limited objective similar to what Morgan had asked of his militia at Cowpens. He asked them to fire two rounds and then retire. If 1,000 muskets could fire twice with determination the British advance might just become disrupted. Morgan wrote to Greene, "Select the riflemen and fight them on the flanks, under enterprising officers who are acquainted with that kind of fighting." Greene took this advice. To support Eaton on the right of the American line he placed Lynch's riflemen, the Delaware Light Infantry and Washington's dragoons. On the left, in support of Butler were Campbell's rifles and the infantry and cavalry of Lee's Legion. Captain Singleton with his two 6-pounders was stationed in the road with orders to hold and fire until the action became close, and then withdraw to preserve the guns.

VI

The first shots of the Battle of Guilford Courthouse were actually fired several hours earlier and miles away. In most histories it's simply referred to as a skirmish between Cornwallis' vanguard and American pickets. In fact a sharp engagement, involving over 1,400 troops and unfolding in three distinct phases, was fought in the early morning hours in the vicinity of the New Garden MeetingHouse.

The opposing commanders were "Light Horse Harry" Lee and "Bloody" Tarleton. Their youth and flair masked a ruthless side. Tarleton's British Legion had slaughtered surrendering Patriots at the Waxhaws following the fall of Charleston. Lee's Legion did the same to Tories a month before the Battle of Guilford Courthouse during an incident known as Pyle's Hacking Match. At Guilford Courthouse the opposing armies sought to destroy one another and at New Garden neither Lee nor Tarleton had any other objective.

Cornwallis broke camp on March 15th. By 5:30 AM the army was on the march along the New Garden Road with Tarleton commanding the vanguard. To protect his army against surprise attack Greene had directed Lee to post the New Garden Road approximately 3 miles west of Guilford Courthouse. After Lee's forward videttes reported a general advance he passed the message on to Greene. Greene then instructed Lee to, "Proceed with his entire command and ascertain the truth." Lee led his dragoons forward with orders for the infantry to follow as rapidly as possible.

Eight miles from their camp the British vanguard approached the New Garden MeetingHouse. As they followed a bend in the road around the MeetingHouse, a ragged volley of carbine fire from American pickets greeted them. Tarleton returned fire and Lee fell back upon his trailing infantry supports. Tarleton, misinterpreting this tactical withdrawal as a rout, ordered his men to press forward.

Lee's dragoons entered a section of the roadway with high curved fences on each side. When the British Legionnaires pressed tightly into this narrow alley Lee ordered his men to wheel about and charge. He later recalled, "The whole of the enemy's section was dismounted, and many of the horses prostrated: some of the dragoons killed, the rest made prisoner: not a single American soldier or horse was injured. Tarleton retired with celerity." Now it was Tarleton who sought the security of his infantry. He turned off along an obscure path through MacAdoo's Woods in order to avoid being overtaken by the hotly pursuing Lee. Lee, meanwhile, rode straight on toward the MeetingHouse. As he arrived he encountered the leading elements of redcoat infantry that checked his advance with volley fire.

Once again the American dragoons retreated. Falling back about a mile the American's paused at "The Crossroads" where their infantry met them, coming up at a dead run. In Lee's words, "The action became sharp and was bravely maintained on both sides." The din of battle could be heard by Greene's troops three miles away. The scale was finally tipped when the British threw in the Royal Welsh Fusiliers. Lee ordered a general retreat. His men reached the main American lines shortly before noon where they took positions on the left of the North Carolina militia.

Over 30 men were killed or wounded in the morning's actions, including 3 British and 2 American officers. Tarleton himself was severely wounded. Both the index and middle fingers of his right hand were shot away. He had the wound dressed and stayed in the saddle throughout the rest of the day. He fought the Battle of Guilford Courthouse with his mutilated hand in a sling, unable to use a weapon of any kind, and even led a cavalry charge where he was again slightly wounded.

VII

Around noon the head of the British column appeared across the fields 600 yards from the American first line. As ordered, Captain Singleton opened fire with his two 6-pounders. Lt. MacLeod replied with the British artillery and a 30-minute duel ensued while the British emerged from the forest and formed for the attack. MacLeod deployed in the road with orders to follow the advance and provide support for the infantry.

To the right, with its left resting on the road, Cornwallis placed Fraser's Highland Regiment. This unit wore plaid pants rather than the kilt but continued to wear its distinctive Highland bonnets. To their right was the blue-coated Regiment von Bose. In support of the right the 1st Battalion of Guards formed a second line. This wing of over 750 men was placed under the army's second in command, Major General Alexander Leslie.

To the left, or north of the road, was the Royal Welsh Fusiliers with Colonel Webster's 33rd Regiment of Foot extending the line. In support of this flank were Jaeger companies from Hesse-Cassel and Anspach-Bayreuth as well as the Light Infantry Battalion. Webster himself was put in command of this wing of nearly 800 men.

In immediate reserve Cornwallis placed Brigadier General Charles O'Hara with the 2nd Battalion of Guards and the Grenadier Battalion whose forces numbered nearly 400 men. Tarleton's British Legion of 200 Horse was held in the road behind the British army in a general reserve.

The British lines moved out at 1:00 PM with drums beating, bagpipes skirling and regimental banners snapping in the brisk March wind. The high temperature that day would only reach 42 degrees. A hoary frost had covered the ground that morning and it was wet and gray. The freshly plowed and muddy ground was challenging yet the British regiments moved on with parade ground precision.

After the action Lt. MacLeod wrote of Cornwallis' decision to attack saying, "He had on the field about 1,950 men to oppose Greene's 4,440, but that did not deter him. He was ignorant of the terrain too, but that did not deter him. Except for what he could see in the distance across the old cornfield, he lacked intelligence on Greene's dispositions. Nor did that deter him. What he had been seeking since January, had marched hundreds of miles for, had driven his army to rags and hunger to effect, was finally at hand. The reason Lord Cornwallis was a soldier lay before him, and he did not hesitate."

At 140 yards to the fence the nervous militia opened fire. Since the killing range of a smooth bore musket was only 80 yards their fire had little effect. On came the British until, at 40 to 50 yards, they noticed the militia resting arms upon the fence and taking deliberate aim. At this terrible moment a general pause ensued as each side surveyed the other with an anxious suspense. Just then Colonel Webster galloped to the front and shouted, "Come on my brave fusiliers!" Both lines erupted with massed volleys, British bayonets were presented and Fusiliers, Highlanders and Hessians rushed forward with a shout.

Pockets of militia attempted to resist, notably the Surrey County Militia on the left near Lee's Legion. For the most part, however, the 1,000-man front simply collapsed as frightened men ran for their lives leaving weapons and equipment behind and disregarding the pleas and threats of their officers.

While the center was breaking, the flanks held firm, raking the British lines with an accurate fire. To counter these threats the British extended their lines to the right and left, pushing up all of their infantry reserves to fill the gaps. On the left the 33rd Regiment changed facing from front to flank. With help from the Jaegers and Light Infantry it was able to drive Lynch, Kirkwood and Washington back to pre-assigned positions on the right of the American 2nd line.

On the British right the 1st Battalion of Guards moved up to support the Regiment von Bose against Lee's flank command. As Lee gave ground his troops veered off to the southeast, closely followed by the Guards and Hessians. Here Lee and Leslie became locked in separate battle for the rest of the day, isolated from the actions taking place on the rest of the battlefield.

In the main theater of action the British had routed the first American line but suffered some casualties and disruption in the process. All of their reserves except the cavalry and artillery had already been committed. Their right flank was separated. Ahead lay heavy forest concealing a much more combative Virginia militia. As Thomas Baker, former Park Historian at the Guilford Courthouse National Battlefield wrote, "For the British, the real battle was just beginning."

VIII

As the British advanced the forest accomplished what the North Carolina militia could not. It broke the British battle formations into fragments. The fighting along the second line became a series of small unit actions in which handfuls opposed handfuls and confusion reigned from end to end along the front.

On the right only the Highlanders, now less than 300 strong due to casualties taken while crossing the cornfield, were left to confront Stevens' entire 600-man brigade. Better progress was made by the British on their left where although the Fusiliers were temporarily bogged down, the 33rd and the 2nd Guards pushed steadily on through Lawson's Virginians. Farther out on the left the Jaegers and Light Infantry were heavily engaged with Lynch, Kirkwood and Washington. Pressed hard, Lynch and Kirkwood fell back again to the right flank of the final American line while the dragoons rode clear across the rear of the American army to take post on the American left.

Webster broke through Lawson's line exposing the right flank of Stevens' men. Stevens too eventually gave way as the Highlanders and the Fusiliers pushed forward. Once their lines were breached most of the Virginians scattered like the North Carolinians had done. Militia Colonel James Martin of North Carolina, however, successfully rallied a mixed force of some 500 militiamen near the Courthouse. Among the Virginians who congregated there was Brigadier General Stevens himself. He had taken a musket ball in the thigh. As his wound was dressed he reflected with pride that on this day his Virginians, "Behaved with the greatest bravery and stood till I ordered their retreat."

Most of the Virginia militia had fought well. They stood against the brunt of Cornwallis' army and dealt it a heavy blow. By the time the British reached the third American line they were exhausted, partially scattered and certainly depleted. Ahead lay Nathanael Greene and the main American position.

IX

Greene's men stood waiting. The forest hid their view but they could hear the gunfire creep closer. At last, handfuls of militiamen appeared scampering for safety, a sure sign that the second line had given way. The first redcoats to emerge from the woods were the left flank units under Colonel Webster. Without waiting for the rest of the British army to come up, he advanced his wing across the clearing and up the slope toward the center of the American line held by Hawes's Virginians and the troops of the 1st Maryland. The Jaegers, Light Infantry and the 33rd Regiment approached to within 20 yards when the Americans unleashed a murderous volley that swept the British back down the hill, across the clearing and into the safety of the trees, shattering Webster's knee in the process.

The next British unit on the scene was the 2nd Battalion of Guards that appeared just north of the New Garden Road. Brigadier General O'Hara who had been in personal command of the Guards had received two wounds thus far in the day. Command passed to Lt. Colonel James Stuart. Stuart now led the Guards against the 2nd Maryland Regiment on the left of the American line. Also posted here were the guns that Captain Singleton had successfully withdrawn earlier in the day.

Otho Williams, commander of the Maryland Brigade, expected the 2nd Maryland to stand as resolutely as the 1st Maryland had done. He was appalled to see that after firing one volley the 2nd broke in a panic and routed off the battlefield. The Guards, all at once, had captured the American guns, dispersed a 300-man regiment, gained the left of the American line and threatened to either role up or encircle the entire American position.

Battles are often decided, not by the master plan of the commanding general, but rather by individual initiative. Two American officers responding independently, yet simultaneously, saved the day for the Americans at this crucial moment. Lt. Colonel John Eager Howard, second in command of the 1st Maryland and one of the most distinguished field officers in the American army, ordered the 1st to wheel about and charge the Guards. At precisely the same moment, from his vantage point on the left of the American line, Colonel Washington ordered a cavalry charge. It crashed into the Guards just as the 1st Maryland hit them on the other flank.

The fighting was close and vicious. Opposing muzzle flashes seemed to touch as volleys were fired at point blank range. The fighting was a frenzy of clubbed muskets and bayonets. Washington's dragoons rode through and back again cutting down every redcoat within a saber's reach. Lt. Colonel Stuart was among the many killed in this merciless melee.

Cornwallis arrived on the ridge opposite the clearing and witnessed the scene. He determined that only radical measures would save the Guards from total annihilation. He ordered Captain MacLeod, who had just arrived with two 3-pounders, to fire grapeshot into the boiling mass of men. The wounded O'Hara was lying nearby and complained bitterly that to do so would kill many of his own guardsmen but Cornwallis refused to countermand the order.

Several rounds were fired with the desired effect as Cornwallis looked on dispassionately. Although some redcoats were cut down by the indiscriminate scattergun effect of the grapeshot, the Marylanders and the dragoons were stopped in their tracks. The surviving Guards escaped back to the British lines.

X

More British units emerged from the woods. The Highlanders appeared along with the Grenadier Battalion. Next the Fusiliers appeared. The Guards and the 33rd were attempting to rally. Sensing that the pendulum of battle had swung back to the British Greene ordered a general retreat. He asked Colonel John Green to pull his Virginia regiment out of line to cover the army's withdrawal. Cornwallis ordered the Highlanders and Fusiliers forward in a limited pursuit and these units overran all four guns that the retreating Americans could not bring off.

Cornwallis was left master of the field but at what price? Of Cornwallis' victory Lee wrote, "So maimed was the British army... nearly 1/3 of his force slaughtered, many of his best officers killed or wounded, and that victory for which he had so long toiled, and at length gained, bringing in its train not one solitary benefit. No body of Loyalists crowding around his standards, no friendly convoys pouring in supplies, his wants pressing, and his resources distant."

General Greene wrote, "The battle was long, obstinate and bloody. We were obliged to give up the ground, and lost our artillery, but the enemy has been so soundly beaten that they dare not move toward us since the action. The enemy gained his cause, but is ruined by the success of it."

Perhaps Charles James Fox gave the most succinct summary. He was a member of the House of Commons who said upon hearing of Cornwallis' victory that, "Another such victory would ruin the British Army."

XI

The British had eaten their last meager rations on March 14th. Since then they had marched 12 miles, skirmished heavily then fought a major battle. There was no food and no shelter from the cold rain that fell on the night of the 15th. On the 16th the British buried the dead and studied the casualty lists. 93 were killed, 413 wounded and 26 missing. This amounted to 27% of the troops engaged. Of 100 officers in the army, 29 were down including Colonel Webster and Lt. Colonel Stuart, both killed, and Brigadier General O'Hara who was seriously wounded. On the 17th Cornwallis began his march toward Wilmington where his army could rest, refit and re-supply. His convoy included 17 wagonloads of wounded.

By contrast Greene reported 79 killed and 185 wounded. He also reported 1,046 missing militia that had scattered into the forest to avoid capture. Since militia was transient, however, the latter was not considered an alarming statistic. He hoped for another opportunity to fight the British and followed their retreating columns until March 29th. At Ramsey's Mill along the banks of the Deep River he decided to break off the chase.

Cornwallis had entered the Pine Barrens of eastern North Carolina were there were precious few provisions to support one army let alone two. In addition the area was predominantly Tory. Greene decided to reenter South Carolina and campaign there with the Partisans before Cornwallis could return. He need not have worried. Cornwallis chose to leave the defense of South Carolina in the hands of Lord Rawdon whose forces he believed to be strong enough for the task.

Having convinced himself that Virginia was the key to victory in the south, Cornwallis elected to turn north and carry the war into that area. A Patriot Virginia would make any British attempt to control the Carolinas untenable. He was now convinced that the only way to end the war was to concentrate British forces in Virginia where, "A successful battle may give us America." It was the greatest mistake of his long and distinguished military career.

XII

"Eutaw Springs"

In August British command in South Carolina passed from Lord Rawdon to Lt. Colonel Alexander Stuart of the "Irish Buffs," (3rd Regiment of Foot.) He decided to establish a forward base about 40 miles northwest of Charleston at Eutaw Springs. While most of the battlefield today lies beneath Lake Marion, it is remembered in contemporary accounts as a delightful spot not far from Nelson's Ferry on the Santee River. Two springs located here formed Eutaw Creek. The creek ran a short distance between steep banks and emptied into the river near the ferry crossing.

A fine 2-story brick house, the Wantoot Plantation, stood by the head of the creek and looked out over a large clearing of about 8 acres. Near the house was the junction of the River Road and the Wassamasaw Road that led toward Charleston. Stewart's 2,300 men were encamped within the clearing. The terrain was wooded yet open with oaks, cypress trees, magnolias, palmettos and white pine. Along the river, however, were impenetrable thickets of briars, brambles and blackjack scrub oak.

Greene's road to Eutaw Springs, meanwhile, took him to places with names like "Hobkirk's Hill" and "Ninety Six." The effect of his campaign, together with the successes of numerous Partisan bands, caused British outposts to fall like so many dominoes: Forts Balfour and Watson in April. Camden on May 10th. Orangeburg on May 11th. Forts Motte, Granby and Galphin by May 21st.

As the hot Carolina summer bore down Greene encamped his army for 6 weeks in the "High Hills of Santee" south of Camden. Then on August 22nd he broke camp rested and refreshed and headed south. By September 7th the Americans were at Burdell's Tavern only 7 miles from Eutaw Springs. On that day Brigadier General Francis Marion's Partisan Brigade arrived bringing total American strength to nearly 2,300.

Marion's men joined a force that already included the regulars of Lee's Legion, the Delaware Light Infantry under Kirkwood, William Washington's dragoons and 3 small brigades of Continentals from North Carolina, Virginia and Maryland supported by two 3-pounders and two 6-pounders. There were also militia from both North and South Carolina, the latter commanded by Brigadier General Andrew Pickens. Finally, the State of South Carolina provided the Palmetto (State) Horse & Foot under Colonel Wade Hampton.

XIII

Stuart's battle tested force was roughly equal in size. His regulars included his own Irish Buffs as well as the veteran 63rd and 64th Regiments. His army also contained Lt. Colonel John Harris Cruger's Loyalist Battalions from New York and New Jersey, fresh from their successful defense of Ninety Six. Rounding out his army was Major John Coffin's Charleston Horse and some marginal quality South Carolina Tory militia.

Stuart forever claimed that he was unaware of the proximity and approach of Greene's men despite reports from several American deserters. As an interesting footnote there were so many deserters serving in the opposing forces by this point in the campaign that Greene remarked, "We fought the enemy with British soldiers and they fought us with those of America."

Considering himself secure Stuart ordered out a foraging party at first light on September 8th. They were to dig for sweet potatoes in fields approximately one mile west of the British camp. It was an unarmed "rooting party" with a small escort. Around 8:00 AM the vanguard of Greene's approaching column made contact with them. They were easily overrun but Greene assumed he had met the van of an approaching British force and halted to deploy in line of battle.

Through the sun-dappled woods came the Americans. The first line consisted, from left to right, of the Palmetto Horse and Foot on the flank, South Carolina militia under Pickens, North Carolina militia under French Colonel the Marquis de Malmedy, Marion's Partisan Brigade and Lee's Legion on the right flank. This line was supported by a 2-gun section of Virginia artillery under Captain Gaines.

The second line consisted of Continentals. Colonel Otho Williams commanded Maryland on the left. Lt. Colonel Richard Campbell commanded Virginia in the center. General Jethro Sumner commanded North Carolina on the right. Supporting the Continental line was the other 2-gun section of artillery under Captain Browne. The Dragoons and Light Infantry were held in reserve.

Fugitives from the rooting party returned to camp and raised the alarm. Stuart formed a single line of battle in the woods just west of camp while Greene's men were changing formation from column to line. The army's right was anchored on the Santee. Here the Light Infantry and Grenadiers under the command of Major John Majoribanks, (Pronounced March - Banks), were protected by the nearly impenetrable blackjack thickets. Majoribanks was the most capable British officer on the field.

On his left were the Irish Buffs. In the center was Cruger's Loyalist Battalions including de Lancey's Brigade, one of the finest Provincial Regiments in the British service. On their left were the 63rd and 64th Regiments. The left flank of the 64th was "in the air" so Stuart placed the Charleston Horse there in a slightly withdrawn position. The only British reserves were the Tory militia who remained behind in camp. The British artillery was distributed in the line.

XIV

The battle opened shortly after 9:00 AM with an artillery duel between the Virginia section under Gaines and a single artillery piece that the British had advanced a short way up the River Road. Each side had its guns dismounted in the exchange.

By now Greene's first line was up and volley fire ran from flank to flank as both sides began to pour it on. The American militia pushed forward, shouting, into a steady disciplined fire taking losses without faltering. Greene later said that this militia, "Would have graced the veterans of the great King of Prussia."

Suddenly, on the British left, the 64th counterattacked with the bayonet. Stuart confessed the move was made without orders however it succeeded in staving-in the North Carolina militia. Its departure forced the rest of the first line to retreat albeit in good order and not before it had delivered a total of 17 rounds, an astonishing feet for militia in a set-piece battle.

To stabilize the situation Greene ordered the North Carolina Continentals forward. They reestablished the line with the Palmetto Horse & Foot still on the far left and Lee's Legion on the right. Again the Americans pressed forward this time driving the exposed 64th Regiment back to its original place in the British line. As the American line pushed on the Palmetto Foot on the left became exposed to raking fire from Majoribanks. Wade Hampton displayed cool battlefield leadership and rallied his men to continue the attack. In the center, however, the North Carolina Continentals proved unable to withstand the disciplined fire of the enemy and began to waiver. It was the crisis of the battle.

XV

Greene had thus far held back his best troops, the Virginia and Maryland Continentals. Now he sent them forward with orders to take the field with the bayonet. They charged at the double quick with officers in front. When they came within 40 yards of the British line they halted, fired a single volley and went in with cold steel. The fighting was so close that after the battle numerous bodies of Americans and British were found mutually transfixed by their bayonets.

Greene pressed all along the line, ordering Lee to charge the British left and Washington's fresh dragoons to charge the British right. Under this intense pressure the British line began to give way and finally broke en echelon from left to right, one Regiment at a time. Even Stuart's own Irish Buffs were eventually borne down.

When writing to Congress about the valor displayed by his troops on this occasion Greene said, "I think myself principally indebted for the victory we obtained to the free use of the bayonet by the Virginians and Marylanders."

The retreat carried Stuart's men through their encampment and beyond. Major Sheridan of the New York Provincial Volunteers managed to halt some units in the plantation house. Like the Chew House at Germantown, it was a natural fort in the middle of the battlefield. From its windows the British were able to maintain a steady aimed fire that arrested the pursuit of the Americans.

Meanwhile things were not going so well on the American left. Washington's dragoons were unable to penetrate the blackjack from which Majoribanks continued to pour fire into the American flank. The dragoons had gone forward without waiting for support from the Delaware Light Infantry. Their attack was broken with half the command either killed or wounded. Washington himself became pinned under his fallen horse. He was bayoneted and taken prisoner.

Wade Hampton came up with the State Troops, rallied Washington's survivors and was joined by Kirkwood's Delawares. This combined force attacked again and, in desperate short-range fighting, succeeded in forcing the British out of their covered positions. Majoribanks retreated in good order and took up a new defensive position in the garden adjoining the plantation house. Together with Sheridan in the house, these two officers made a determined stand while Stuart attempted to rally and reform his battle line anchored upon his unbroken right wing.

XVI

At this point in the battle, with the Americans pressing their advantage, an event occurred that completely reversed the fortunes of the combatants. Greene later wrote to George Washington that, "Victory was ours, and had it not been for one of those incidents that frequently happen in the progress of war, we should have taken the whole British army."

Colonel Otho Williams described this turn of events as follows: "The retreat of the British army lay directly through their encampment where the tents all stood and presented many objects to tempt a thirsty, naked and fatigued soldiery... Here it was that the American line got into irretrievable confusion... Everything now combined to blast the prospects of the American commander. The fire from the house showered down destruction upon the American officers... and the men, perhaps thinking the victory secure and bent on the immediate fruition of its advantages, dispersed among the tents and fastened upon the liquors and refreshments they afforded. They became utterly unmanageable. Majoribanks and Coffin, watchful of every advantage, now made simultaneous movements... By this time General Greene, being made acquainted with the extent of his misfortune, ordered a retreat."

A bright spot for the Americans was the conduct of Lee's Legion. They didn't participate in the looting and they very nearly overran the Wantoot Plantation house in hot pursuit of Sheridan's refugees. Although they didn't gain their objective they were able to withdraw in good order while taking fire from the house as they gave ground. Kirkwood's Delaware Light Infantry and portions of the Maryland Brigade also maintained order. The rest of the American force essentially became a drunken, gluttonous mob.

In Rebels & Redcoats George F. Scheer writes, "Back through the swirling dust and eddying smoke dove the rebels, to rally and come to some sort of order in the woods straddling the road along which they had marched so confidently a little earlier."

Before giving up the ground the Americans had advanced Browne's two 6-pounders into the clearing in order to shorten the range to the plantation house. Their intention was to breach its walls in preparation for an assault. Unfortunately, the artillerymen had taken the guns too close and paid the price. Browne and most of the gunners were killed or wounded. Majoribanks infantry rushed the remainder, captured the guns and rolled them into the garden under protection of the riflemen in the house. Majoribanks himself, however, was seriously wounded in the action.

XVII

Each side now regrouped and stared at one another across the 8-acre No-Mans-Land that had been the British encampment. Who would blink? The British had taken the worst of it to this point, suffering 693 casualties or nearly 1/3 of their force. But Greene knew that in a defensive posture the grizzled veterans would be tough to dislodge particularly since they held the plantation house so resolutely.

Greene assessed his situation. He had suffered 554 casualties. More telling, from the point of view of renewing the attack however, was the fact that 17 officers were dead and another 43 wounded. Many of these were shot down while attempting to reestablish order among the chaos that prevailed during the wholesale looting of the British camp. The day was hot and his troops were thirsty. The nearest well was all the way back at Burdell's Tavern, 7 miles away.

Greene decided in the end to preserve his army as he had done at Guilford Courthouse. The troops would be needed for a fall campaign. He ordered a general retreat, to be covered by cavalry, and his army marched back to Burdell's.

As with his other "defeats" however, the strategic objective was accomplished. The day after the battle Stuart destroyed a thousand stands of arms and twenty-five hogsheads of rum and began a retrograde march back to the perimeter around Charleston. 70 of the 351 wounded were in such serious condition that they had to be left behind. Many eventually died. Among them the gallant Majoribanks who succumbed to his wounds on October 22. He was buried on the battlefield.

Some of Lee and Marion's troops shadowed the retreat until British reinforcements from Charleston arrived shortly after midday on the 9th. Greene's army then returned to the High Hills of Santee satisfied that only three British garrisons were left in the Carolinas and Georgia: Savannah, Charleston and Wilmington. "The conquered states were regained, and our exiled countrymen were restored to there deserted homes... Sweet rewards of our toil and peril," proclaimed Light Horse Harry Lee.

XVIII

Greene's campaign had been astonishing. In the 10 months since taking command of the Grand Army of the Southern Department he had marched his ragged, shoeless and hungry men 2,600 miles, fought 5 major battles though only winning once and crossed countless streams and rivers in the process. The latter achievement was due in no small part to the engineering genius of Polish Colonel Tadeusz Kosciuszko. He designed wagons that were tapered at both ends and fitted with removable axles. These vehicles became boats at every river crossing while the British had to rely on conventional watercraft.

Eutaw Springs was the last great battle in the Deep South, though Patriot and Tory militia continued to murder each other for another year. On the day following the battle a French fleet sailed into Chesapeake Bay in Virginia to seal the fate of the errant Cornwallis at Yorktown. Greene eventually came down again from his bivouac in the High Hills and placed a cordon around Charleston itself. The British evacuated that city on December 14, 1782.

American victory, in the end, was due to skillful maneuver, Partisan effectiveness and success in scores of minor skirmishes. The south, at long last, was free.

Sidebars

Francis Marion is one of the most colorful and romantic characters of the Revolution. He had been a junior officer in the 2nd South Carolina Regiment serving in the defense of Charleston. Prior to the fall of that city, in May 1780, Marion was evacuated with other refugees, having broken his leg in an accident. He was not present when General Benjamin Lincoln surrendered the city and the 5,000-man army that defended it.

Marion was able to return to the pages of history as the fabled guerilla leader whom Tarleton aptly named "The Swamp Fox." His exploits frustrated the British at every turn. He contributed in no small way to keeping Patriot hopes alive in South Carolina. The toll of his victories reads: Blue Savannah, Black Mingo, Halfway Swamp, Georgetown, Fort Motte and Quinby Bridge to name but a few.

Now he was attached to the main Patriot army and about to fight a set-piece battle. It would prove to be the last major battle in Greene's re-conquest of South Carolina.


Although all German mercenaries were not from Hesse-Cassel, 57% of the German troops sent to America were. As a result every German regiment was generically referred to as "Hessian."

German Principalities that sent troops to America and the numbers sent:

PrincipalityTroops Sent
Hesse-Cassel16,992
Brunswick5,723
Hesse-Hanau2,422
Anspach-Bayreuth2,353
Waldeck1,225
Anhalt-Zerbst1,152
Total29,867

The Regiment von Bose was from Hesse-Cassel and could properly be called Hessian.

  • 2.4 Marginal Victory
  • 2.5 Leader Loss VPs
  • 2.6 Victory Hexes
  • 3. Special Rules
    • 3.1 Special British Artillery Fire
    • 3.2 British Loyalists and Virginia State Troops
    • 3.3 Tarleton
    • 3.4 Lee's Legion
    • 3.5 Generals Eaton and Stevens
    • 3.6 The Marquis de Bretigney
    • 3.7 American Sortie Restrictions
    • 3.8 Reinforcements
    • 3.9 Guilford Courthouse, McCuiston Plantation House and the New Garden Meeting House
    • 3.10 N.C. Militia
    • 3.11 Lee's Vanguard Optional Deployment
  • Guilford Courthouse Historical Scenario
    • 4.1 British Setup
    • 4.2 American Setup
    • 4.3 Scenario Length
    • 4.4 Momentum
    • 4.5 Army Morale
    • 4.6 Initiative Order
    • 4.7 Special Rules
  • Guilford Courthouse Order of Battle
  • 2.4 Marginal Victory and Draw
  • 2.5 Leader Loss VPs
  • 2.6 British Encampment Victory Hexes
  • 3. Special Rules
    • 3.1 Turns 1 and 2
    • 3.2 Turn 3 Player Order
    • 3.3 The Foraging Party
    • 3.4 The British Perimeter
    • 3.5 American Surprise Attack
    • 3.6 The Swamp Fox
    • 3.7 Coffin and Majoribanks
    • 3.8 Wade Hampton
    • 3.9 The Wantoot Plantation House
    • 3.10 British Encampment Hexes
    • 3.11 Looting Procedure
    • 3.13 Black Jack Oak
    • 3.14 Swamp Hexes
    • 3.15 Santee River
    • 3.16 Nelson's Ferry
    • 3.17 Morale Adjustments
    • 3.18 Variable Entry
    • 3.19 Close Combat DRMs
    • 3.20 Optional British Reinforcements
  • Eutaw Springs Historical Scenario
    • 4.1 British Setup
    • 4.2 American Setup
    • 4.3 Scenario Length
    • 4.4 Momentum
    • 4.5 Army Morale
    • 4.6 Initiative Order
    • 4.7 Rules Not Used
    • 4.8 The British Perimeter
    • 4.9 Victory
  • Eutaw Springs Order of Battle
  • XII
    • "Eutaw Springs"
  • XIII
  • XIV
  • XV
  • XVI
  • XVII
  • XVIII
  • Sidebars
  • NC
    –1
    –1
    +2
    0
    WithdrawNC+1NCNC+200NC
    Frontal Assault–20+1–20+1+10
    Commit Reserve+10+10–10–1–1
    Turn Flank+1–1–20–1+10+2
    Refuse Flank0+10NC0+1–20
    11/-D/-D/-D/-D/-R/-R/-
    21/-D/-D/-D/-R/-R/-PIN
    3D/-D/-R/-R/-PINPINR/R
    4D/-R/-R/-PINR/RR/R-/R
    5R/-PINPINR/R-/R-/R-/D
    6PINR/RR/R-/R-/R-/D-/D
    7R/R-/R-/R-/D-/D-/D-/1
    8-/R-/R-/D-/D-/D-/1-/1*
    9-/R-/D-/D-/1-/1-/1*-/DC
    10-/D-/D-/1-/1*-/1*-/DC-/AC
    11-/D-/1*-/1*-/DC-/AC-/AC-/2