Hold the Line
Hold the Line Rulebook
Table of Contents
Table of Contents
2. Mapboard
2.1. The map board represents clear terrain on the battlefield. Any hex on the board without a terrain tile placed on it is considered clear terrain.
2.2. Terrain
Terrain in the game is reflected by placement of terrain hex tiles on the board as described in the Scenarios Section. These tiles represent the various terrain features present in the battles.
2.2.1. Terrain Effects
Combat: Terrain effects apply to the firing unit, a unit conducting close combat, or units performing retreat morale checks. The modifier is based on the terrain location of the defending unit.
Example: A 3 MP infantry unit firing at an enemy unit in a forest hex 1 hex away rolls 3 dice whose results are 5, 5, 6. The firing player would then –1 on each die rolled because the defender is in forest terrain making his new values 4, 4, 5 respectively resulting in one hit.
Movement: Terrain effects apply to units as they enter each hex. Each hex has a set movement cost. Each unit has a set movement allowance. No unit may enter a hex if the movement cost to enter the hex would make that unit exceed the movement allowance for the unit type.
Line of Sight: Certain terrain affects whether units may perform ranged fire because it blocks line of sight.
Morale: This reflects the addition or subtraction of a modifier applied to a defending unit when he checks morale at the beginning of a close combat action for retreat determination.
2.3. Terrain
2.3.1. Clear
- Combat: No effect.
- Movement: No effect.
- Line of Sight: No effect.
- Morale: No effect.
2.3.2. Swamp
- Combat: No effect/impassable.
- Movement: Impassable.
- Line of Sight: No effect.
- Morale: No effect.
2.3.3. Waterway
- Combat: Attacker +1 on attacker die roll when defender is located on a waterway hex.
- Movement: Units must stop and conduct no further actions of any type after moving onto waterway hexes.
- Line of Sight: No effect.
- Morale: -1 to defender for retreat determination during close combat.
2.3.4. Water Crossing
Bridge:
- Combat: No effect.
- Movement: No effect (negates the movement effect of waterway).
- Line of Sight: No effect.
- Morale: No effect.
Ford:
- Combat: +1 on attacker die roll when defender is located on a ford hex.
- Movement: No effect (negates the movement effect of waterway).
- Line of Sight: No effect.
- Morale: No effect.
2.3.5. Forest
- Combat: -1 on attacker die roll.
- Movement: stop when entered.
- Line of Sight: blocks line of sight.
- Morale: +1 to defender for retreat determination during close combat.
2.3.6. Hill
- Combat: -1 on attacker die roll.
- Movement: stop when entered.
- Line of Sight: blocks line of sight.
- Morale: +1 to defender for retreat determination during close combat.
2.3.7. Town/Buildings
- Combat: -1 on attacker die roll.
- Movement: No effect.
- Line of Sight: blocks line of sight.
- Morale: +1 to defender for retreat determination during close combat.
2.3.8. Fence
- Combat: -1 on attacker die roll.
- Movement: No effect.
- Line of Sight: No effect.
- Morale: +1 to defender for retreat determination during close combat.
2.3.9. Entrenchment
- Combat: -1 on attacker die roll.
- Movement: stop when entered.
- Line of Sight: blocks line of sight.
- Morale: +1 to defender for retreat determination during close combat.
3. Game Units
3.1. The counters in the game represent the soldiers of the British and American armies. The counters are the combat units and represent the infantry, artillery, dragoons, and leaders in their respective armies. Most of the units in the game are various forms of infantry as they were the predominant force used in North America during the war. Each unit has an icon to identify the unit type, and a flag to designate its nationality. Regular, elite and light are shown by the units being on the longer rectangular counters. Those with no letter next to the morale number on the counter are regulars. An E next to the morale number represents elite infantry, and an Lt next to the morale number represents light infantry. Artillery, dragoons, militia, and leader units are on smaller square counters.
Counter anatomy (long rectangular infantry counter, example shown is a British 4E regular/elite counter):
- Unit Icon — the silhouette of the soldier type, top left.
- Nationality Flag — top right.
- Morale Point — the large number.
- Infantry Type — the letter next to the morale number (blank = Regular, E = Elite, Lt = Light).
3.2. Each combat unit has a morale point (MP) value from 1 to 4 that is next to the unit icon on the counter. Any future reference in the rules to MP stands for morale points. The units current MP is shown by the number face up on the counter. As units take hits in combat they are flipped to their lower MP side. In the case of regulars, elites and lights on the long rectangular counters, when a hit occurs on a 3 MP counter, use a replacement counter of the same type to reduce it to a 2 MP counter. For a rally of a 2 MP rectangular unit a replacement counter of the same type is used to increase it to 3 MP.
Diagram: a 4 MP counter flips over to become a 2 MP counter; a 2 MP counter is replaced by a 3 MP counter of the same type; the 3 MP counter flips over to become a 1 MP counter.
MP may not be transferred or combined between units.
3.3. Each unit has a set base movement rate. The movement rate remains constant throughout the game for each specific unit type, but morale point (MP) values change as units incur combat losses.
3.4. The Unit Types Are:
3.4.1. Regular Infantry
Represent the forces that made up regular units of the armies. Regular infantry units are on the long rectangular counters. Unit size is 3 to 4 MP and normal movement rate is 1 hex per turn.
3.4.2. Elite Infantry
They represent the crack infantry units of the armies. Elite units are on the long rectangular counters with an E next to the units MP. When elite infantry is down to 1 MP and is hit it is allowed to roll 1 die per hit to determine if the hit is applied to it. The owning player rolls and if the roll is 1, 2, or 3 the unit stays at 1 MP. A roll of 4, 5, 6 means the unit absorbs the hit and is eliminated.
Example: A 2 MP elite infantry unit takes 3 hits in a combat. The first hit of the 3 reduces the elite infantry from 2 to 1 MP. The remaining 2 hits are only applied after the owning player rolls 2 dice (1 for each of the remaining hits) to determine if the hits are applied. A roll of 4, 5, or 6 would apply a hit.
Unit size is 4 MP and normal movement rate is 1 hex per turn. Elite units receive a +1 modifier on all morale checks.
3.4.3. Light Infantry
Represent forces that were developed for speed. Light units are on the long rectangular infantry counters with a Lt next to units MP. Unit size is 3 MP and normal movement rate is 1 to 2 hexes per turn.
3.4.4. Militia Infantry
Represent the raw recruits, locals who came to fight, and ad hoc forces thrown together at the last minute. Militia units are on the smaller square infantry counters that are a grey/blue color for the American militia, and brown for British Tories. Unit size is 2 MP. Normal rate of movement is 1 hex per turn.
3.4.5. Dragoons
Represent the cavalry present at these battles. Dragoon units are on the smaller square counters. Unit size is 2 MP and normal movement rate is from 1, up to 3 hexes per turn. Dragoons may move or fire for 1 AP expended. For 1 additional AP, Dragoons may move and fire, however, dragoons may not fire and move. Dragoons are not allowed to initiate close combat.
3.4.6. Artillery
Represent the cannons that were present at the battles. Artillery units are on the smaller square counters. Unit size is 2 MP and movement rate is 1 hex per turn. Artillery is not allowed to initiate close combat.
3.4.7. Leaders
Leaders were very important in the battles of this era. They aid in keeping units morale up. For the expenditure of 1 AP their normal movement rate is 1 to 3 hexes per turn. Leaders may move with the unit they are attached to for no additional expenditure of AP. With the expenditure of 1 AP, leaders have the unique ability to rally damaged infantry or dragoon units. Also for an expenditure of 1 AP a leader can allow infantry type units and dragoons to exceed their normal movement rates by 1 additional hex when accompanying them. The numbers on the leader counters are ignored during basic gameplay. They are for the optional leader rule.
3.4.8. Victory Point Counters
Equal 1 victory point per counter and represent key locations, objectives, supplies, wagons, etc. Victory point counters can not move unless specified in scenarios special rules. Once a VP counter is obtained / captured / destroyed, it is removed from the game unless specified otherwise in the scenario special rules. Victory Points for VP units can only be earned when taking them from an opposing player. If a side starts a scenario with VP units, those VP units do not count towards their victory point total; only to the opposing player should he obtain them. Blue VP counters for American VP/Red VP counter for British counters.
4. Setup
4.1. The game setups are presented for each scenario in the Scenario Section. Players choose which side and scenario they wish to play and check the specific setup rules for each game. These can vary by scenario and some scenarios have special rules. The scenario section shows players the unit types, their starting MP value, location, and terrain placement in each hex at the start of each scenario.
4.2. Scenarios — see Scenario Section.
4.3. Unit Hex Limits — No more than 1 infantry type unit, artillery unit or dragoon unit per hex. However, players may place 1 artillery unit per hex with either a single dragoon or a single infantry unit without exceeding hex limits. Leader units may freely be placed in any hex with other units without exceeding hex limits but leaders may not be in the same hex with other leaders.
Example: Two dragoon units can not be in the same hex, nor can a dragoon and infantry type unit. However, either is allowed to be in a hex with an artillery unit and/or leader. If an infantry unit and an artillery unit were in the same hex together along with a leader, another dragoon unit could not enter the hex until the infantry moved out. In no case can 2 infantry units be in the same hex together. In no case can two artillery units be in the same hex together.
4.3.1. No more than 1 VP counter per hex. A single VP counter may be in a hex with other units without exceeding unit hex limits.
5. Game Turn Sequence
- Player A rolls and determines random action points available and adds to the command action points for his total.
- Player A performs actions. In any order he may move, fire, perform close combat, and rally.
- Check victory.
- Player B rolls and determines random action points available and adds to the command action points for his total.
- Player B performs actions. In any order he may move, fire, perform close combat and rally.
- Check victory.
- End turn – move turn marker ahead one space on the turn record chart and go to step 1.
5.1. Active player determines the order of actions for their units during their turn. Players may move, fire, close combat, or rally in any order they choose within the limitations of their action points and unit capabilities. Example: Player A has 3 AP for turn 1. He could fire with unit A, move with unit B, and fire with unit C, in that order or any other order he chooses.
6. Action Point (AP) Determination Phase
6.1. Each player in a scenario is given command action points based on the commander of his side in a given scenario.
6.1.1. During steps 1 and 4 of the game turn sequence each player will roll the random action die (1-3) and add that random number of AP to his scenario command action points. This determines how many total AP points he has to spend in a turn.
Example: In the Bemis Heights scenario the American player receives 4 command action points each turn per the scenario instructions. At the start of his first turn the American player performs step 1 of the game sequence and rolls the random action die. The result is a 3. This gives him an additional 3 random action points added to his 4 command action points from the scenario instructions for a total of 7 AP for that turn.
6.1.2. Each AP point allows each side to move, perform combat or, in the case of leaders, rally units.
6.1.3. Each unit, as it is picked to perform actions must complete its action before the next unit starts to perform an action.
6.1.4. Once a unit has been activated and completed its allowed action, it can not be activated again until the next turn.
6.2. Actions Allowed:
6.2.1. All infantry type and artillery units may move or fire on the expenditure of 1 AP per unit moving or firing. Once an infantry or artillery unit performs a move action they may not perform a fire or infantry close combat action, and vice versa.
6.2.2. If adjacent to enemy units, infantry type (elite, regular, light, militia) units may declare a close combat attack at the cost of 2 AP.
6.2.3. Dragoons may move or fire for 1 AP expended. For 1 additional AP, Dragoons may move and fire. Dragoons may not fire and then move in the same turn. Dragoons may never conduct close combat.
6.2.4. Any unit, except artillery, accompanied by a leader may move 1 additional hex over its normal movement rate for the expenditure of 1 additional AP (for a total of 2 AP for the movement). Units exercising this option must begin and end their turn with the leader and may not conduct fire or close combat during the turn this option is used. Terrain effects still apply as normal.
Example: an infantry unit starting a turn with a leader could move through 1 hex of clear terrain and then 1 hex of forest at the expenditure of 2 AP. However, if the first hex entered was forest, the unit could not move a second hex, as units must stop when entering forest hex.
Diagram: three hexes of clear terrain flanked by forest, with a dragoon/leader stack moving through them, labeled "1 AP Unit must stop.", "1 AP", "2 AP".
6.2.5. Leaders that start the turn in the same hex as a friendly combat unit do not have to spend an AP to move if the unit in the hex they are with activates to move (spending an AP for the moving unit) and the leader stays with the unit during the entire turn. Leaders alone do have to expend 1 AP to move.
6.2.6. Players may not move through a hex if this would cause them to violate the units per hex limits during the move. This rule applies during retreat also.
6.2.7. Use the ACTION POINT TRACK on the game board to keep track of actions expended during a turn. As units perform actions, move the marker down the appropriate number of spaces for each unit performing actions. When the marker reaches zero the current player's turn is over.
7. Movement
7.1. All units have a base movement allowance based on unit type. Movement is conducted one hex at a time and is from hex to adjacent hex. No unit may ever move more hexes than its normal movement rate unless accompanied by a leader and the expenditure of an extra AP, or when using the Advanced – Optional force march rules.
7.1.1. Units may not move more than once in a turn.
7.2. Players may not violate the unit per hex rules with any movement; this would include moving through units or swapping positions with units.
Example: in the situation where an infantry unit and an artillery unit, in a hex together, are adjacent to a friendly infantry unit, infantry units could not move into or through each other, as it would violate hex limit rules. The artillery could move into the hex with the adjacent infantry, as this would not violate hex limit rules.
7.2.1. Units may freely move through leader units and leaders (friendly or enemy) do not block movement for any unit.
7.3. Leader units are eliminated if alone in a hex and an enemy unit moves into the hex. Further, a unit does not have to stop if moving into a hex where an opposing leader is alone in a hex.
8. Combat
8.1 To conduct combat players must pick a unit to perform an action and declare combat (either fire or close combat).
8.2. Fire Combat
8.2.1. To conduct fire combat players expend 1 AP, determine the range and hit numbers, then roll the proper number of dice for the unit attacking, modifying the final hit number rolled on each die for terrain. Consult the combat chart on the gameboard. Players score a hit for each die rolled that is equal to or greater than their "hit number".
Combat Chart "Hit Numbers"
| Range | Close Combat | 1 Hex | 2 Hex | 3 Hex |
|---|---|---|---|---|
| Infantry (Elite, Regular, Light, and Militia) | 4-6 | 5-6 | 6 | — |
| Dragoons | None | 5-6 | — | — |
| Artillery | None | 4-6 | 5-6 | 6 |
Example: At two hexes away artillery firing at an infantry unit on a hill rolls 3 dice with the results being 5, 5, 6. This would score 1 hit on the infantry unit (the hit numbers are reduced by 1 for the hill terrain to 4, 4, and 5 and the hit values being 5 and 6 at two hexes away). If the artillery were firing at the infantry two hexes away in clear terrain and rolled 5, 5, and 6, it would score 3 hits on the infantry.
8.2.2. The targeted unit when hit is then reduced by flipping or replacing the unit to the proper MP value. If the number of hits reduces the targeted unit below 1 then that unit is eliminated, unless it is an Elite Infantry, in which case you must roll to see if it is eliminated. Eliminated units are removed from the game board.
(Note: This does not reflect all of a units men being killed, merely the unit losing its combat effectiveness through strength losses and morale breakdown.)
If two units are in a targeted hex, hits are applied to the highest value unit. In ties, the owning player decides the unit to be hit.
8.2.3. On the gameboard is a combat chart, "Range" is the maximum number of hexes that a unit may fire during combat. "Dice Rolled" is the number of dice the unit rolls when conducting combat. This number does not change, regardless of the number of MP showing on the unit, nor is it affected by terrain.
Range and Firepower Chart
| Unit Type | Hex Range | Dice Rolled |
|---|---|---|
| Infantry (Elite, Regular, Light, and Militia) | 2 | 3 |
| Dragoons | 1 | 3 |
| Artillery | 3 | 3 |
Example: A 4MP infantry unit that has been reduced to 2 MP would roll 3 dice in any combat he conducts. Against a forest hex the 4 MP infantry would still roll 3 dice, but its hit numbers would be affected by the forest terrain.
8.3. Line of Sight: Units must have a clear line of sight to be able to fire at each other. Clear line of sight is defined as a straight line through the center of the hex from the firing unit to the target unit, free of blocking terrain and units. Blocking terrain are forest, hills, town, entrenchment, and units (friendly or enemy). Units in adjacent hexes may always fire at each other as terrain does not affect line of sight for units this close. If blocking terrain is located in a hex between the two units then line of sight is blocked. If line of sight falls along a hex side then line of sight is blocked if both hexes adjacent to the hex side have blocking terrain. If only one hex side has blocking terrain then the line of sight is clear and the unit may fire.
8.4. Infantry Close Combat:
8.4.1. Infantry type units may conduct close combat instead of firing during their combat turn. Artillery and dragoons may not conduct close combat. Attacking units must be adjacent for close combat. To declare close combat, the attacker must expend 2 AP.
8.4.2. During close combat all defending units (other than leaders and VP units) in the hex roll one six sided die per unit before the attacker rolls for the close combat hits. If the die is higher than the units current MP, adjusted for leadership and terrain, then the unit fails his morale roll and retreats one hex after the close combat. If the defender passes his morale roll the defender still faces the close combat but does not retreat following the combat roll. Leaders that are stacked with retreating units must retreat with the units if all units are forced to retreat. VP units may not retreat if all units are retreated out of a hex. A natural roll of 6 always means a retreat regardless of morale modifiers.
8.4.3. When rolling dice for the attackers close combat, apply terrain modifiers to the "hit" numbers rolled. Hits are allocated to the targeted unit on rolls of 4, 5, and 6.
Example: A close combat conducted against a unit in forest terrain would be hit on 5, 6.
8.4.4. If the defender retreats due to a failed morale roll or is eliminated due to close combat, the attacker may choose to advance into the vacated hex. Terrain effects apply to retreat determination for defending units.
Example: A 2 MP infantry is defending on a hill and is targeted for close combat by an enemy infantry. The defending 2 MP infantry would roll 1 die to determine if it retreats after close combat. On a roll of 1-3, 2 for its current morale + 1 for being on a hill, then the unit would not retreat. On a roll of 4-6 it would have to retreat following the close combat, if it survived. If a leader had been present with the 2 MP infantry then on a roll of 1-4, 2 for his current morale + 1 for leader + 1 for being on a hill, the unit would not have to retreat.
8.4.5. Elite Infantry add +1 to their morale check to close combat retreats due to their elite status. A roll of 6, regardless of any (elite or otherwise) units adjusted MP, forces the unit to retreat after combat.
8.5. Close Combat Retreat Rules:
8.5.1. Defending units failing a morale check must retreat towards their side of the board as represented in the scenario setup, towards its main group of friendly units that is not closer to or adjacent to the attacking unit. Units may retreat adjacent to other enemy units as long as this would not leave the retreating unit still adjacent to the attacking unit. If no other retreat path is available, the unit may retreat into a hex still adjacent to the attacking unit.
8.5.2. Units unable to retreat because it's retreat path is blocked by impassable terrain, board edge, or enemy units are eliminated.
8.5.3. Displacement: If a friendly unit blocks a unit's retreat, the friendly unit must also retreat to make room for the retreating unit. This reflects the confusion created by retreating units running into and through friendly organized units. Only 1 unit may be displaced to make room for a retreating unit. If more than 1 unit would need to be displaced to give a retreating unit an opening, the retreating unit is eliminated instead.
8.5.4. When infantry and artillery are stacked together, and a morale check is made due to close combat, the infantry checks morale first. If they pass then the artillery is considered to have passed also. If the infantry fails, then the artillery must make a separate morale check to see if they also retreat.
8.5.5. If a leader is stacked with a unit that is eliminated either due to fire combat or close combat the leader may retreat up to 3 hexes unless blocked by enemy units or impassable terrain in which case he is eliminated.
Game Example
A British dragoon (2/1) starts adjacent to an American regular infantry (4 MP) in the upper part of the map. From there rightward the map shows a British artillery (2 MP) behind a patch of forest, and further right a second British dragoon (2 MP). In the center of the map an American regular infantry (4 MP) stands with an attached leader (2/1) beside a river; further forest separates it from a British artillery (2 MP) on the right and a British elite infantry (4E) at lower left across the river. At the bottom center an American regular infantry (4 MP) stands adjacent to a British elite infantry (4E). Yellow lines mark clear lines of sight and their range; red lines mark lines of sight blocked by the forest patches.
Example above: The British player has 6 AP this turn. With 2 of his AP he moves his dragoon (1 AP) 3 spaces and fire combats (2nd AP) the American infantry. His hit numbers are 5 and 6. For 1 AP the British player then conducts fire combat with his artillery against the same American infantry at a range of 2. He does not have any other targets in LOS or range due to blocking terrain. For the artillery at a range of 2 hexes, his hit numbers are also 5 and 6. For 2 more AP the British player conducts close combat with his elite infantry that has started adjacent to the American infantry located in the woods. The American infantry would roll his morale check first, and would only retreat on a roll of 6 because his morale is 5 (4 for his SP + 1 for the effects of the woods). Regardless of whether the American retreats or not, the British finishes his close combat. The British hit numbers would normally be 4, 5, and 6 for close combat, but due to the effects of the woods, he only hit's on 5 and 6. The British artillery behind the river fire combats the American infantry with leader for 1 AP. The hit numbers are 6 due to the range of 3. The British player has now spent all 6 of his AP. All combat above roll 3 dice.
9. Leaders
9.1. Leader Movement: It costs one AP to move a leader. A leader, moving alone, can move up to three hexes having to pay terrain penalties. Unlike other unit types, leaders may move through other friendly units without regard to unit hex limits.
9.1.1. Leaders beginning and ending their turn with the same unit can move with that unit, without expending an AP, as long as the unit spends an AP to move. The leader must move at the unit's movement rate.
9.1.2. When moving with a unit, the leader, with the expenditure of an extra AP (2 total, 1 for the unit moving plus 1 for the leader movement bonus) may move the unit and itself 1 extra hex. This is the only case, other than the optional force march rule, where a unit can exceed its movement value in a turn. This bonus can not be used with artillery units. Further, it can not be used with Dragoon units when they move and fire. All terrain effects apply.
Example: A leader starts the turn with a 4 MP infantry. The player expends 1 AP and moves the leader with the 4 MP infantry 1 hex. He may then expend 1 more extra AP to move the leader and unit an extra hex.
9.2. Leader Effects On Combat:
Leaders add 1 MP for retreat determination to all defending units in a hex where a leader is present during a morale check for close combat.
9.3 Leader Casualties In Combat:
9.3.1. Any time a leader is in a hex targeted by firing or close combat units, there is the possibility of the leader being eliminated when a 1 is rolled.
During fire combat, no matter how many 1's are rolled, the leader rolls one die to see if he is eliminated. If the result is 1 again the leader is eliminated.
During close combat, for each 1 rolled, the leader rolls one die to see if he is eliminated. If the result is 1 again the leader is eliminated.
If the leader is eliminated, the leaders player must reduce his command action points available by 1 for future AP determination phases.
Example: A leader and an infantry unit in a hex are close combated by a 4 MP enemy infantry. The enemy infantry roll 3 dice for their combat rolls. The result of the roll is 6, 1, and 1. The result is 1 hit on the infantry and 2 hit determination rolls on the leader unit. The leader player rolls 2 dice, the results of which are 1, 4. Since a 1 was rolled the leader is now a casualty and is removed from the game and total AP are reduced by 1 for the remainder of the game. Had the roll been 2, 4 the leader would not have been hit and would remain in the game, and total AP would not be reduced. If the attack had been fire combat then only one die would have been rolled to check for leader elimination even though the attacker rolled two 1's during the attack.
9.3.2. The penalty of -1 on command action points for a leader loss is cumulative, meaning if the scenario has 2 leaders and you lose them both you suffer a -2 modifier for the remainder of the game. However, no players command action points may ever go below 0.
9.4. Leader Rally
Leaders may rally units, other than artillery, that have suffered a reduction in MP due to combat. To rally, a unit must begin and end its turn in the same hex with the leader and the unit and leader may not move during the turn. It cost one AP to recover a MP and you may only recover 1 MP maximum per unit per turn. Rallied units can never exceed the MP they start the scenario with.
Example: An American leader starts the turn in a hex with an infantry unit that has been reduced from 4 MP to 1MP. The leader and the unit have not moved during the turn so are eligible to rally. During his action phase the leader expends 1 AP and flips the infantry to 2 MP.
Rallied units may never move or fire during a turn in which they rally.
10. Victory Conditions
Each scenario has its own set of victory conditions that are based on victory points. The victory conditions for each scenario are listed under Victory Conditions in each scenario. Generally victory points are awarded for:
A. Units eliminated including leaders (combat unit falls below 1 MP due to combat losses and is removed from the game) = 1 VP per unit unless otherwise specified.
B. Victory Point counters obtained/captured/destroyed = 1 VP per unit unless otherwise specified. These represent key locations, supplies, etc. depending on the scenario. Victory Points for VP counters can only be earned when taking them from an opposing player. If a side starts a scenario with VP counters, those VP counters do not count towards their victory point total; only to the opposing player should he obtain them.
C. Time constraints — one side must obtain enough VPs by a certain number of turns or they lose the scenario.
11. Advanced/Optional Rules
These rules add complexity to the game. The rules may be added individually or as a group at the player's discretion.
11.1. Attacking units must pass a morale check before executing close combat, but after they pay the AP for the close combat. If they fail, then it costs the extra AP and the attacking unit can only conduct fire combat. Leaders add 1 MP for morale determination to the attackers making a morale check before executing close combat.
11.2. Only units that have not been fired on in the current turn may be rallied.
11.3. Elite units may roll 4 dice instead of 3 if their MP is 4 or 3. Once below 3 MP, they roll 3 dice. Do not use this rule with 11.6.
11.4. Artillery range is increased by +1 when firing from a hill and hit on a "6" at the extra hex.
11.5. Artillery is –2 for terrain effect when firing into forest.
11.6. Leaders are given two ratings on their counter. The first number, reading left to right is the leader's combat value for close combat when accompanying an infantry type unit. For the expenditure of 1 AP a player may add a die for each leader point to the combat roll of an infantry unit that they are attached to that is attacking using close combat.
Example: Washington is a 2/2 rated leader. If a player spent 2 AP to get the infantry unit that Washington was stacked with to attack close combat, he could spend an additional 1 AP so Washington could add 2 more dice to the attack, giving the player 5 dice to roll in the close combat.
When using this rule, any 1's rolled by the attacker causes a leader casualty check for the attacking leader. If a defending leader is in the hex being attacked, then both defending and attacking leaders would make a leader casualty check for any 1's rolled.
The second number on leader counters is how many hits they can take in combat before they are eliminated. Only leaders rated 2 may take more than one hit. If a two rated leader is hit, flip the leader counter showing the reduced hit value. On the second hit the leader would be eliminated with the effect of the loss of AP as in the standard rules.
Counter anatomy (leader counter, example shown is an American 2/1 leader): Unit Icon and Nationality Flag at top; Combat Value is the first number; Hit Value is the second number.
When using this rule, players decide which of their leaders to assign the values to in a scenario. The following list is the leader ratings by scenario:
- Long Island: American — Washington 2/2, Putnam 1/1. British — Howe 1/2, Heister 1/1.
- Harlem Heights: American — Washington 2/2, Knowlton 1/1. British — Howe 1/2, Leslie 1/1.
- White Plains: American — Washington 2/2, McDougall 1/1. British — Howe 1/2, Rahl 2/1.
- Trenton: American — Washington 2/2, Greene 1/2. British — Rahl 2/1.
- Weitzel's Mill: American — Williams 1/2, Campbell 1/1. British — Cornwallis 2/2, Tarleton 1/1.
- Brandywine: American — Washington 2/2, Greene 1/2. British — Howe 1/2, Knyphausen 2/1.
- Bemis Heights: American — Gates 1/1, Arnold 2/1. British — Burgoyne 1/1, Fraser 2/1.
- Monmouth morning: American — Lee 1/1, Lafayette 1/1. British — Clinton 1/2, Cornwallis 2/2.
- Monmouth afternoon: American — Washington 2/2, Greene 1/2. British — Clinton 1/2, Cornwallis 2/2.
- Kings Mountain: American — Campbell 2/1, Shelby 1/2. British — Ferguson 2/1.
- Hobkirk's Hill: American — Greene 1/2, Huger 1/1. British — Rawdon 2/2, Watson 1/1.
- Eutaw Springs: American — Greene 1/2, Marion 2/1. British — Stewart 1/1, Majoribanks 2/2.
- Princeton: American — Washington 2/2, Mercer 1/1. British: Mawhood 2/2, Leslie 1/1.
11.7. If the defender is eliminated by an adjacent attacking unit in fire combat, the attacking unit may advance into the vacated hex.
11.8. Infantry type units may force march, giving them 1 extra hex of movement; it cost 1 extra AP to attempt to force march. Units roll a die and then compare to their MP. If the die roll is equal to or less than their MP then they can move the extra hex. If they fail the morale roll they still have expended the extra AP but do not get to move the extra hex.
11.9. For force marches that are successful, the unit rolls a die after moving. On a roll of 4, 5, or 6 he must reduce the unit 1 MP to represent fatigue. On a roll of 1, 2, or 3 he does not reduce the unit. An infantry may not use the leader bonus to move 2 hexes for 2 AP, and then attempt to force march for a third hex.
11.10. Units do not stop when entering a hill hex; it is treated as clear terrain for movement purposes.
11.11. Dragoons have the option of retreating prior to close combat instead of accepting the attack.
11.12. Command Action points may be adjusted to help balance a scenario for players of varying skills.
11.13. Players can start each scenario with the same command action points as each other to see how they would do instead of the historical commander. When using this optional rule, use the highest command action point limit for the scenario and make it available to both players.
11.14. Flank/rear attacks – If 2 or more attacking units are directly opposite of each other with the defending unit between them, and all units attack the defender during the turn, the attacking units add +1 to their die rolls for hit determination. Further, in close combat, the defender subtracts -1 for morale retreat rolls.
11.15. Grand Tactical Scenarios – For Long Island and Brandywine scenarios reduce the range (not firepower) for all units by one hex.
12. Campaign Scenarios
Several of the scenarios can be linked to make up a campaign scenario. In the campaign scenarios victory conditions are determined by the total VP earned in all of the scenarios for that campaign combined. When a scenario ends in victory for one side, each side receives the VP earned at the point the game scenario ends. If a side loses a scenario due to time constraints, the victor is given the maximum VP for the scenario needed to win and the loser receives the VP he has earned at the point the game ends. The following are the campaigns:
- New York Campaign — Long Island, Harlem Heights, White Plains
- Washington's Christmas Campaign — Trenton, Princeton
- Turning Point — Brandywine, Bemis Heights, Monmouth morning, Monmouth afternoon
- Down South — King's Mountain, Hobkirk's Hill, Eutaw Springs, Weitzel's Mill
Credits
Game Design: Mike Wylie, Grant Wylie, Matt Burchfield, Kevin Wylie
Game Art:
Cover Art: "Washington at the Battle of Princeton" — Painting by Don Troiani, www.historicalimagebank.com
Counter Art: Gary Zaboly
Hex Art, Game Components, Rules and Scenario Layout: Sean Cooke, www.officialseancookefanclub.com
Visit our website for more information on this title and all Worthington Games at: www.WorthingtonGames.com
© Copyright 2008 Worthington Games
13. Scenario Section Introduction
The scenarios for Hold the Line are famous battles from the American Revolution given in chronological order. Each page of the scenario section is a game unto itself. At the top of the page is the map layout, showing both what terrain and in what locations the terrain is placed. Also on the map layout are the unit locations. The unit locations further give the unit type, class, and starting MP values. The unit icons mean the following:
| Unit | Americans | British |
|---|---|---|
| Regular Infantry (3 or 4 MP) | blue unit icon, MP value (e.g. 4) | red unit icon, MP value (e.g. 4) |
| Elite Infantry | blue unit icon, MP value + E (e.g. 4E) | red unit icon, MP value + E (e.g. 4E) |
| Light Infantry | blue unit icon, MP value + Lt (e.g. 3Lt) | red unit icon, MP value + Lt (e.g. 3Lt) |
| Militia Infantry (all 2 MP infantry units on the map layout are militia) | grey unit icon, 2 | olive unit icon, 2 |
| Artillery (all artillery start at 2 MP value) | blue cannon icon | red cannon icon |
| Dragoons (all dragoons start at 2 MP value) | blue mounted icon | red mounted icon |
| Victory Counters | blue "VP" | red "VP" |
| Leaders | blue star | red star |
On each scenario page is a legend showing how many terrain tiles are needed in each scenario setup, units setup, victory conditions, and special rules specific to that scenario.