Savannah
Savannah Rulebook
Table of Contents
Table of Contents
- PART ONE: GREAT BATTLES OF THE AMERICAN REVOLUTION SERIES RULEBOOK
- 1. Introduction
- 2. Components
- 3. Game Scale and Terminology
- 4. How To Win
- 5. Sequence of Play Outline
- 6. Initiative
- 7. Stacking
- 8. Zones of Control (ZOCs)
- 9. Movement
- 10. Rifle Fire
- 11. Defensive Artillery Fire
- 12. Close Combat
- 13. Combat Results
- 14. Leaders
- 15. The Rally Phase and Unit Morale
- 16. Army Morale
- Expanded Sequence of Play
- PART TWO: SAVANNAH 1779 EXCLUSIVE RULEBOOK
PART ONE: GREAT BATTLES OF THE AMERICAN REVOLUTION SERIES RULEBOOK
1. Introduction
Rules that apply only to a specific battle are found in the specific rulebook. Certain rules sections are marked as Advanced. These rules should be ignored until the players are familiar with the rules and the system. The Advanced rules should be used by experienced players and during all tournaments.
2. Components
See the specific rules for the list of components included in each game.
2.1 The Game Map
The map depicts the area over which the battle was fought, covered by a hexagonal grid that regulates movement and combat.
2.2 Counters
UNIT COLOR CODES: Each unit has a color band across the top of it. This band defines which group the unit belongs to. See the specific rules for their definition.
TWO-STEP UNITS: Some units have values on both sides; these units have two steps. The full-strength side is marked with either the setup hex, or the turn of entry and entry hex; the reduced side has a lower strength point value, and the unit morale is usually one less than the full-strength side.
Counter anatomy (as labelled in the rulebook's diagrams): a Leader counter shows Name, Entry Turn/Start Hex, Rank, Close Combat DRM, Leadership DRM and Movement Allowance. A Combat Unit counter shows Name, Entry Turn, Unit Morale, Strength and Movement Allowance. Example unit types shown: Artillery, American Militia, Light Infantry, Dragoons.
2.3 The Die
The game includes one 10-sided die that is used to resolve certain game functions. The 0 is treated as a 0 (not a 10).
3. Game Scale and Terminology
3.1 Game Scale
UNIT SCALE: Each infantry, light infantry, militia, rifle or mounted cavalry Strength Point equals approximately 100 men. Each artillery Strength Point equals two cannons.
MAP SCALE: Each hex is approximately 200 yards from hexside to hexside.
TIME SCALE: Each turn represents approximately one hour.
3.2 Key Terms
British Player: Refers to the player who controls the British Regulars, Loyalists and German units.
British units: The British Regulars, Loyalists and German units are treated as one nationality except in certain circumstances. See Exclusive Rules for any stacking or command limitations.
Combat Unit: Any infantry, light infantry, mounted cavalry, artillery or militia unit. Leaders and markers are not combat units.
Die Roll Modifier (DRM): An event or situation which causes a die roll to be adjusted.
Highest Ranking Leader: The Leader with the most stars listed for Rank. In the case where multiple Leaders have the same number of stars, their seniority is given in the specific rules.
Into Fieldworks: An attack across a fieldworks hexside from outside the hex which contains the fieldworks symbol (see Terrain Key).
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. American Militia units are designated by a kneeling soldier on the counter. British militia are depicted standing to attention.
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 Key).
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.
Rifle Unit: A light infantry or infantry unit which is armed with rifles. Rifles permitted units to fire over greater distances than units solely armed with muskets. Rifle units are either designated by a white "R" in a black circle or a black "R" in a white circle on the counter. The distinction will have bearing on Close Combat modifiers.
Musket/Rifle Unit: Typically these are mixed musket/rifle formations which are effective in Close Combat. The SP values are read as Close Combat/Rifle Fire, and each value is applied in the corresponding phase.
Strength Points (SPs): The combat strength of a unit. Used for stacking, artillery/rifle fire and close combat.
Surrounded: When all six hexes adjacent to a unit are occupied by enemy units or their ZOC. 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 Key).
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
See specific rules for Decisive and Marginal Victories. See rule 16.3 for a Substantial Victory.
VP Clarification: 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 which means more effort than providing replacements must be expended to return the unit to fighting capacity.
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. Initiative Segment
- Determine which player has the Initiative this turn.
B. Initiative Player Turn
- Flip the game turn marker to indicate the correct player turn
- Movement phase
- Rally phase
- Defensive Artillery Fire phase
- Rifle Fire phase (simultaneous)
- Close Combat phase
- Move the game turn marker to the bottom half of the game turn and flip it over
C. Second Player Turn
- Movement phase
- Rally phase
- Defensive Artillery Fire phase
- Rifle Fire phase (simultaneous)
- Close Combat phase
D. End-of-Turn Segment
- Check for Automatic Victory
- If it is the last game turn of the scenario, determine a winner
- Advance the game turn marker to the top half of the next game turn
6. Initiative
6.1 General Rules
Initiative is determined by a die roll. Each player rolls a die and adds their Army Morale Initiative DRM (found on the Army Morale Track). The higher modified roll wins the Initiative for the game turn.
TIES: In case of a tie of modified rolls, both players roll again using the same modifiers.
NOTE: see Specific rules for exceptions.
6.2 (Advanced) Momentum Chits and Initiative
Besides the Army Morale DRM, this die roll can also be modified by use of Momentum chits (12.62).
7. Stacking
7.1 Stacking Limit
Each hex may contain up to six friendly SPs of infantry, light infantry, militia or mounted cavalry, and 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.
7.3 Overstacking Penalty
If units are found to be overstacked, the owning player must eliminate enough steps to meet the stacking limit. (Addition) Step losses taken for this reason impact Army Morale and Victory Points as if they were lost in combat.
7.4 Intelligence
Both sides may examine all stacks of friendly and enemy units. Where Exclusive Rules provide exceptions and players are prohibited from examining enemy stacks, follow the following procedure for designating Fire Combat targets and Close Combat.
- Once a target hex is identified for Artillery or Rifle Fire, the firing player is free to examine all units in that specific hex in order to pick the specific target.
- One unit in the reviewed hex must be fired upon in that very same Fire Phase before any other targets are identified.
- It is also permitted to examine an enemy stack for purposes of calculating odds in Close Combat but only after friendly units have been moved adjacent and the Close Combat phase is in effect.
- A penalty of -1 Army Morale will be imposed upon a player EACH TIME he examines an enemy stack other than for the above stated purposes.
8. Zones of Control (ZOCs)
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 that 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.
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.
8.2 Negating ZOCs
A combat unit negates an enemy ZOC in its hex for the purpose of the surrounded Close Combat modifier (12.7). 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. In addition, it costs +1 MP to enter or exit an enemy rifle unit's ZOC.
8.32 A unit which begins movement in an enemy ZOC may move directly into another enemy ZOC but must stop in that hex. If the first hex entered does not contain an enemy ZOC, the unit may continue moving until it again enters an enemy ZOC.
8.4 Other Effects of ZOCs
- ZOCs and the Surrounded Close Combat Modifier (12.7)
- ZOCs and Retreat (see 13.22).
9. Movement
9.1 General Rules
During the movement phase, the phasing player may move all, some, or none of his units. Units expend Movement Points (MPs) to enter hexes and cross hexsides moving into adjacent (contiguous) hexes (see the Terrain Effects Chart [TEC]). MPs may never be saved for use in future turns or transferred to other units in any way. Each unit must complete its movement before any other unit may move. Units are never required to move. A unit may never expend more MPs than its movement allowance.
Exception: A unit may always move one hex as long as no movement restrictions are broken (Under certain circumstances, heavy artillery in Savannah may not automatically move 1 space).
9.2 Movement Restrictions
The following movement restrictions apply:
- Shattered units may not move (13.4).
- Disrupted units may only move 1 hex per turn (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 (9.3 & 13.1).
- A unit may never enter an enemy occupied hex or prohibited terrain (see TEC).
- A unit may never move through a hex in excess of stacking limits (7.2).
9.3 Removing Pinned Markers
After all movement is complete, remove pinned markers from all units on both sides which are not adjacent to enemy units (see PIN under 13.1). The phasing player must reduce his Army Morale by one if any pinned markers are removed.
9.4 Effects of Terrain on Movement
See the TEC and the specific rules booklets for terrain cost. All terrain effects of hexes and hexsides on movement are cumulative.
Exceptions: Up Slope/Creek and Down Slope/Creek hexsides are each treated as a distinct combined terrain type as indicated on the Terrain Effect Chart (i.e. when reading Up Slope/Creek, ignore the Up Slope and Creek effects).
9.5 Roads/Tracks/Paths and Strategic Movement
9.51 ROADS/TRACKS/PATHS: If a unit moves from one hex to another through a hexside crossed by a road, track or path, it spends 1 MP. It ignores the cost of the other terrain in the hex and of any other hexside terrain.
9.52 STRATEGIC MOVEMENT: A unit may move up to twice its printed movement allowance if it conducts its entire movement along roads or tracks, provided it does not begin or move adjacent to enemy units at any point in its movement. Therefore, every hexside crossed must contain connected road or track. Creek fords do not impede Strategic Movement.
9.6 Reinforcements
9.61 PLACEMENT: At the beginning of their side's Movement Phase on the game turn of arrival, reinforcements are placed in hexes marked with the letter that appears after the turn of entry on their counter. Reinforcements may be placed in excess of stacking limits, but the units must obey normal stacking limits as soon as they leave the entry hex, or by the end of the player turn of entry. Reinforcements may always be voluntarily delayed until a later game turn unless the Exclusive Rules for that game prohibit it.
9.62 MOVEMENT: Placement on the board does not cost any movement points. The unit can expend its entire movement allowance and use Strategic Movement during the game turn of entry. See Exclusive Rules for exceptions.
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 Fire 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 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.
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
The DRM for first-time rifle fire can only be used if ALL the units are conducting their first fire. (Players should keep a record of which rifle units have fired.) All firing units lose their first-fire bonus for future fire combats even if no hit is attained. A rifle unit also loses its First Fire capability if it participates in Close Combat in any Game Turn prior to attempting Rifle Fire.
EXAMPLE: The two American militia 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 the +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.
10.6 (Advanced) German Jaeger Rifles
The German Jaegers may make two die rolls against their 'To Hit' number if:
- they are not in a clear or crops hex, and
- there is an open flank as defined in the Turn Flank requirements (12.52).
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.
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 a unit chooses to fire, it must select a target combat unit that is within range and LOS (11.4). All artillery units have a maximum range of three hexes (in Vol. IV there will be an exception). The range is the number of hexes from the firing unit to the target, counting the target's hex but not the firing unit's hex. No unit may be the target of more than one Defensive Artillery Fire per phase. If more than one artillery unit wants to fire at a unit, the number of SPs firing is totaled and the range of the farthest unit is used to determine the 'To Hit' number.
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. All artillery of this period was smooth bore and, like the musket, inaccurate at anything but comparatively short distances.
11.3 Procedure
STEP 1: The firing player cross references his SPs with the range to the target on the Fire Table to determine the 'To Hit' number.
STEP 2 (same as in 10.3 above): The player rolls a die which is modified by all applicable DRMs given in the 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 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 at a target two or three hexes away, 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 and slope/run hexsides are considered to be exactly the same, and are referred to solely as slope hexsides.
11.42 BLOCKING TERRAIN: The following hex types are blocking terrain: forest, light forest, Meeting House and Town (see exclusive rules for additional examples of blocking terrain). In addition, any hex that contains combat units, whether friendly or enemy, is blocking terrain. LOS can always be traced into blocking terrain, but never through it (Exception: 11.43, case C - Both units are 'up slope').
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.
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 not part of the firing or target unit's hexes. The up slope direction of the hexside must be in the same orientation as the up slope direction of the slope hexside in the firing or target unit's hex. If the orientation is not the same, the LOS is blocked. If both the firing and target units have slope hexsides and the range is 3 hexes, the intervening hexside must also be a slope hexside with the same orientation as the other two hexsides. If this intervening hexside is not a slope hexside or if the orientation is different, the LOS is blocked.
C. Both units are 'up slope'. The LOS between these units is always clear. Ignore blocking terrain.
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.
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 (Advanced) DIVERSION: During each Close Combat phase, the phasing player may designate one stack of defending units as receiving a Diversion. The Attacker does not attack these defending units, but the adjacent 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).
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.
EXAMPLE: one attacking hex versus two or more defending hexes or two or more attacking hexes versus one defending hex are legal, but two or more attacking hexes versus two or more defending hexes in a single Close Combat is illegal.
EXAMPLE (diagram): 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 (13.1).
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.
- The defender may declare a Cavalry Withdrawal at this time (see 12.4)
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).
- 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 only this kind of unit is available, it can be selected as the lead unit, but will not be allowed to advance after combat.
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.
NOTE: 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.
NOTE: Rifle units designated by a white letter "R" in a black circle will suffer adverse DRMs in Close Combat while those designated by a black letter "R" in a white circle are immune from adverse DRMs in Close Combat.
STEP 4, SELECT AND RESOLVE TACTICS: Each side secretly chooses one of its eligible Tactics Chits by placing the chit face-up under their hand. The two Tactics Chits are then revealed simultaneously and cross-referenced on the Tactics Matrix to determine if there is any DRM.
- NC Tactics Matrix Result: No combat takes place. If a side played a Withdraw chit and the Tactics Matrix result is NC, the side playing the Withdraw chit must retreat all units one hex. Exception, artillery in the attacker's stack never retreats. If both sides chose Withdraw, the Defender retreats first. Skip to step 9.
STEP 5, RESOLVE CLOSE COMBAT: Close Combat is resolved by rolling a die, applying the 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 (Advanced), 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 (Advanced), GAIN MOMENTUM: If the final modified Close Combat die roll is less than or equal to -1, the Defender gains one Momentum Chit. If the final modified Close Combat die roll is greater than or equal to 10, the Attacker gains one Momentum Chit.
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. If the only defending units are artillery, they are captured. Place all the defending artillery units in the captured box and skip to step 9.
12.4 Cavalry Withdrawal
If all the defending units in a Close Combat are Parade Order cavalry and none of the attacking units are cavalry, the Defender has the option to announce a Cavalry Withdrawal. Instead of resolving the Close Combat normally, his mounted cavalry retreats three hexes to a hex not adjacent to an enemy unit. Mark the unit(s) with a Cavalry Withdrawal marker and go straight to step 9 of the Close Combat procedure.
RESTRICTIONS: Mounted cavalry units marked with a Cavalry Withdrawal marker:
- May not move or attack
- Defend normally
- Retain their ZOC.
Mounted cavalry that are attacked again while already marked with a Cavalry Withdrawal marker may not choose back-to-back Cavalry Withdrawal options.
Pinned cavalry can choose the Cavalry Withdrawal option at a cost of -1 Army Morale adjustment according to Series Rule 13.1.
REMOVAL: Cavalry Withdrawal markers are automatically removed from friendly units during the owning player's next Rally phase.
12.5 Tactics Chits
12.51 At the beginning of the game, each player takes one set of Tactics Chits. During each Close Combat, each player will select one eligible Tactics Chit to influence the battle.
NOTE: Beginning with Pensacola, Tactics Cards are now provided as an alternative to Tactics Chits. They are used in the same way as the chits are used.
12.52 (Advanced) TACTICS CHIT USE RESTRICTION: The following requirements must be met before a Tactics Chit is eligible to be selected in each Close Combat.
- Skirmish, Attack en Echelon, Stand Fast, Withdraw: No restriction.
- 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 leader restrictions.
- Turn Flank, Refuse Flank: There must be one empty hex adjacent to both players' units (one hex with defending units in it, and one hex with attacking units in it), AND a friendly Leader must be stacked with or adjacent to at least one unit involved in the Close Combat; the unit does not have to be the lead unit. See Exclusive Rules for additional restrictions.
Exception: An all-infantry force may not choose the 'Withdraw' tactic in clear, field, or crops terrain if the attacking force contains any mounted units.
Note: Flanks may not be turned if the only empty flank hex as described above is prohibited terrain.
12.53 One Leader can meet the eligibility requirements for Tactics Chit use for all units with which it is stacked or to which it is adjacent.
12.54 (Advanced) If one player plays an illegal Tactics Chit, their opponent receives a modifier of one in their favor (+1 for attacker or -1 for the defender). If both players play illegal Tactics Chits, the Tactics modifier is 0.
12.6 (Advanced) Momentum Chits
12.61 There is a pool of five back-printed Momentum Chits. Players accumulate Momentum Chits during the game. See specific rules to determine if one side starts the game with a Momentum chit.
12.62 SPENDING MOMENTUM CHITS: Momentum chits may be used in one of the three methods below. When a Momentum Chit is used, it is returned to the pool and is eligible to be accumulated again.
- 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 (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 (6.0).
- INITIATIVE: A player may spend three Momentum Chits AFTER the initiative die rolls to negate the result of the die rolls and instead dictate which player has the initiative (6.0).
See Exclusive Rules for other ways to spend Momentum.
12.63 GAINING MOMENTUM CHITS:
- 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.
12.64 LOSING MOMENTUM CHITS: 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.
12.65 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. See Army Morale Adjustment chart for additional cases.
12.7 Surrounded Close Combat Modifier
When all six hexes adjacent to a defending unit are occupied by enemy units, enemy ZOCs or prohibited terrain, the attacker modifies his Close Combat die roll by +1. The converse also applies - if the attacker is surrounded, the Close Combat die roll is modified by -1. For this rule only, friendly units negate enemy ZOCs in their hex.
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 (but not the Attacker's artillery), 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.
"DC" Captured, Defender's Choice: One combat unit of the Defender'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, neither does it have to be at full strength. 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 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 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 but not any of the Attacker'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: The opposing units remain engaged. All disrupted and shattered units on both sides are captured. The Defender, followed by the Attacker, then places his or her units in the captured box and adjusts army morale. A pinned marker is then placed on all hexes involved in this close combat. The next phasing player must either:
- A. Attack with all units marked as pinned, 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 his or her Army Morale by one (9.3).
NOTE: In Case B above, One Army Morale point is spent for EACH individual PIN result that is removed in this way.
NOTE: 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.
'Pin' markers are removed from all friendly and enemy units either at the end of the movement phase, with an Army Morale Penalty (9.3), or after all Close Combats are assigned (12.22). Pinned defending units may not receive a diversion. This is an Exception to 12.14.
"*" Leader casualty: The modified die roll must equal this number exactly. 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. In addition, the unit must retreat towards a friendly map edge if possible. See specific game rules for definition of 'friendly map edge'.
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 (see 13.23 two-step unit exception).
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 Any unit that is retreating three hexes must end three hexes from its starting hex, counting by the shortest distance, or else be captured. The 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. Cavalry Withdrawal (12.4) may never end adjacent to an enemy unit.
13.25 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 in the Close 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 (per 13.1).
13.26 LEADER RETREATS: Any Leader may freely retreat along with any friendly retreating units with which it is stacked. Leaders are never required to retreat.
13.27 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. Automatic capture only occurs to defending artillery units during the Determine Odds Ratio Step.
13.3 Disruption
Disrupted units:
- 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, it must use its one hex move to move away from (i.e. no longer adjacent to) as many enemy units as possible
- May not attack; artillery and rifle units may not fire
- 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
- Suffer an additional "D" result, if they end their own Close Combat phase adjacent to enemy units, and are not stacked with friendly Parade Order units. This results in the unit becoming shattered (i.e. they must retreat 3 hexes or be captured).
13.4 Shattered
Shattered units:
- May not move
- 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.
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 (14.23)
14. Leaders
14.1 Stacking Leaders
Any number of friendly Leaders may stack in a hex. However, only the highest ranking Leader (see 3.2) may command units in a hex (that is, provide DRMs for those units). Place the Leader in command on top of the friendly units. Check Exclusive Rules for limitations to leader stacking.
14.2 Using Leaders
14.21 CLOSE COMBAT DRM: During Close Combat, a Leader in command modifies the die roll with his Close Combat DRM. When attacking, the rating is added to the die roll; when defending, it is subtracted.
14.22 TACTICS CHITS: If a combat unit is stacked with or adjacent to a Leader during Close Combat, the player is eligible to play additional Tactics Chits (12.5).
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.
Leader function matrix (Leader must be in-command in order to perform any of the functions described):
| Leadership Function | Same Hex | Range: Adjacent | Usage |
|---|---|---|---|
| Close Combat DRM | Yes | No, unless the leader's hex is involved in the same CC | Applies to all CCs fought by units in the leader's hex |
| Leadership DRM | Yes | Yes for George Washington only, otherwise No | Applies to each unit's roll |
| Tactics Chit Usage | Yes | Yes | Applies to all CC to which the leader is adjacent |
14.3 Affecting Leaders
14.31 Leaders are never disrupted. If stacked with units which retreat or suffer disruption, the leader may either retreat with them or remain in place. Leaders are only affected directly in combat by an "*" result.
14.32 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.
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 adjacent to enemy combat units 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).
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 Army Morale Adjustment Chart):
- A Fire or Close Combat result is other than 'no effect'.
- A unit rallies (+1)
- A Leader casualty (see specific rules)
- PIN markers are removed in the Movement Phase (9.3).
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.
16.24 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.
Expanded Sequence of Play
A. Initiative Segment (see 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
-
Flip the game-turn marker to indicate the correct player turn.
-
MOVEMENT PHASE (see 9.0)
- Shattered units may not move (13.4).
- Disrupted units may only move one hex (13.3)
- 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 (9.4).
- Units may conduct Strategic Movement along roads or tracks (rule 9.22)
- RALLY PHASE (see 15.0)
- Make a Morale Check (13.5) for each friendly Disrupted (13.3) or Shattered (13.4) unit that is not adjacent to an enemy combat unit.
- A modified die roll >= 5 Rallies the unit.
- Shattered units that Rally become Disrupted, Disrupted units that Rally become Parade Order.
- DEFENSIVE ARTILLERY FIRE PHASE (see 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 Fire 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).
- RIFLE FIRE PHASE (rule 10.0)
- Both players may conduct Rifle Fire with their Rifle units.
- Fire is considered simultaneous (10.4).
- STEP 1: Determine the "To Hit" number (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).
- CLOSE COMBAT PHASE (rule 12.0)
- A. Designate all attacks (12.21). The phasing player must attack with all his units that are adjacent to enemy units (exception: artillery and rifles), and all adjacent enemy units must be attacked.
- 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 (Artillery Capture (12.3); Cavalry Withdrawal (12.4))
- STEP 2: Determine Lead Units
- 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
*Advanced Game only
- 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
- Check for Automatic Victory (see Exclusive rules booklet)
- If it is the last game turn of the scenario, determine a winner.
- Advance the game-turn marker to the top half of the next game turn.
PART TWO: SAVANNAH 1779 EXCLUSIVE RULEBOOK
1. Prepare for Play
1.1 Colors
British:
- Regulars - Tan with red stripe
- Germans - Tan with green stripe
- Provincials - Tan with yellow stripe
- Tory Militia - Tan with brown stripe
French:
- Metropolitan Regulars - Light Turquoise with Turquoise stripe
- Colonial Regulars - Light Turquoise with no stripe
- Mercenaries - Light Turquoise with Aqua stripe
- Colonial Militia - Light Turquoise with teal stripe
American:
- Continentals - Sky blue with no stripe
- Militia - Sky blue with Light blue stripe
1.2 Setup
Deploy according to the Campaign Game Reinforcement Schedule.
1.3 Army Morale Levels
- British = 19
- American = 18
- French = 17
Note that the Army Morale for each army is measured separately.
1.4 Momentum
The Allies (the French and Americans) start with 1 momentum chit.
Important Distinction: Unlike Army Morale, which is measured separately, momentum is a shared commodity on the Allied side. The French and the Americans may not accumulate momentum separately.
The basis for sharing momentum is entirely at the discretion of the players and they are free to make any arrangements they can agree upon.
Each side may spend a maximum of 1 momentum chit during each Random Events Phase, in order to draw an additional Random Events Card. This use of momentum is in addition to Series rule 12.6.
1.5 Game Length
25 turns maximum unless either side achieves automatic victory.
Campaign games may end in fewer turns depending on when the Allied Player(s) launches his assault against the Savannah Defensive Perimeter, and in so doing switches play from the Strategic to the Tactical Game Turn Track.
REPLACEMENT COUNTERS: Included on the countersheet are 8 replacement counters for Brandywine & Guilford/Eutaw.
1.6 Game Turn Tracks
Strategic Turn Track: Game Turns 1-15. Each Turn represents a day, or in some cases multiple days. Player order is fixed. Weather, Random Events, Construction, Siege & Bombardment, Reinforcements, Movement, Rally, Defensive Artillery Fire, and Close Combat that is not directed against the Savannah Defensive Perimeter, may apply.
Tactical Turn Track: Game Turns 16-25. Each Turn represents one hour. Player order is random, with the exception of turn 16. Initiative, Movement, Rally, Defensive Artillery Fire, and Close Combat (including Close Combat directed against the Savannah Defensive Perimeter), may apply.
Play proceeds on the Strategic Turn Track until either:
- A.) The Allies decide, prior to Turn 15, to conduct Close Combat against the Savannah Defensive Perimeter for the first time in the game, OR
- B.) Turn 16 is reached, at which time play automatically shifts to the Tactical Turn Track.
In case 'B' above, Fog is automatically in effect on Turn 16. The rest of the Tactical Game Turns have favorable weather. These are exceptions to weather rules that state that the last prevailing weather die roll is in effect on all non-weather turns.
On turn 16, the Allies go first, followed by the British. Note: This gives the Allies an automatic 'back to back' move since they move second on Turn 15 and move first on Turn 16.
Case 'A' Procedure
At the conclusion of any Allied turn (1-14), the Allies announce their intention to assault Savannah on the next turn. The Game Turn Marker is automatically placed on turn 16 and the Allies go first as indicated. Important: in such a case, Fog is not in effect. Weather conditions for all Tactical Game turns (16-25) will reflect the last prevailing weather die roll, as noted on the Weather Table.
In both case 'A' and case 'B' above it is important to remember that the Allies will receive a back-to-back move.
Once play has shifted to the Tactical Turn Track it cannot return to the Strategic Turn Track. Weather, Random Events, construction or completion of siege works, and Siege & Bombardment die rolls yet to occur are forfeited, as are future reinforcements. Those reinforcements never arrive and are removed from play with no VP or Army Morale consequences.
The game will end after the 10th turn is played on the Tactical Turn Track (Game Turn 25), unless one side achieves an automatic victory.
Clarification: The Allies may not attack the Savannah Defensive Perimeter without first declaring their intention to do so. Strategic Game Turns are used to maneuver forces into positions from which to launch an assault, but the assault itself can only commence once the Game Turn Marker has been placed on turn 16 of the Tactical Turn Track.
1.7 The Savannah Defensive Perimeter
The Savannah Defensive Perimeter is defined as the Savannah River to the north, the ring of abatis to the east and south, and the Yamacraw Swamp to the west. Hex 1303 is also considered part of the perimeter.
Attacking the Savannah Defensive Perimeter is defined as moving Allied combat units adjacent to any hexside constituting the Savannah Defensive Perimeter, even if such a hexside is unoccupied.
Important Exception: Advance After Combat is not mandatory for victorious British lead units, if the advance would force the units to move outside the Savannah Defensive Perimeter. (This is an exception to Series Rule 12.23, Step 9.) In this case, Advance After Combat is optional.
2. Victory Conditions
2.1 Allied Decisive Victory
[Case A] The British surrender under the following conditions:
If at least one (1) space of the City of Savannah is occupied by a Parade Order Allied combat unit at the end of any British player turn, the British player must perform a 'Surrender Die Roll'. Occupied spaces can be either intact or destroyed. Enemy ZOCs have no effect.
The following DRMs apply:
- -2 if British Army is Wavering
- -1 if British Army is Fatigued
- -1 if Prevost is a casualty
- -1 for each city hex that is occupied by the Allies, as described above, at the time of the die roll.
The British surrender on a modified roll of -1 or less.
[Case B] Eliminate 26 SPs of British, German and/or Provincial combat units, excluding artillery. At least 10 SPs must be British Regulars. [Note: British Militia unit types do not count towards this 10 SPs requirement.]
2.2 Allied Substantial Victory
See Series Rule 16.3.
2.3 Allied Marginal Victory
A margin of 3 or more VPs in the Allies' favor at the end of the last Game Turn.
2.4 British Decisive Victory
Eliminate 26 SPs of French Regular, Mercenary and/or Continental combat units, excluding artillery. At least 18 SPs must be French Regulars. [Note: Patriot Militia, Colonial Militia, and Colonial Regulars do not count towards this 18 SPs requirement.]
2.5 British Substantial Victory
See Series Rule 16.3. NOTE: The British player need only demoralize the French or the American army, not both.
2.6 British Marginal Victory
A margin of 1 or more VPs in the British favor, a VP tie, or a margin of less than 3 VPs in the Allies' favor at the end of the last Game Turn.
2.7 Leader Loss VPs
See Leader Casualties Table.
2.8 Victory Hex
Hex 1404 (Spring Hill Redoubt) is worth 1 VP to the player that controls it at the end of the game. Control is defined as occupying the hex with at least 1 Parade Order Combat unit, without any Parade Order enemy combat unit being adjacent to the hex.
2.9 Recording Victory Points
Victory Points are recorded separately for each army using the appropriate VP marker on the Victory Point Track.
Markers are moved as follows:
- Each 2-step unit eliminated: 2 VPs
- Each 2-step unit reduced: 1/2 VP
- Each reduced unit eliminated: 1 1/2 VPs
- Each 1-step unit eliminated: 1 VP
- Spring Hill Redoubt (end of game): 1 VP
- Each unit captured: 1 VP
- Each unit shattered: 1/2 VP
- Creek Indian Casualty (Allies Only): 1/2 VP
- Each leader casualty: # (see table)
- Siege & Bombardment: # (see table)
- Random Events: # (see card)
2.10 Individual Allied Winner
If the Allies defeat the British, the individual winner of the game is the Allied player with the highest Victory Point total at the moment the game ends.
3. Sequence of Play
Note: All phases are used in the Campaign Game. Only those phases shown in bold on the original page are used in the Historical Scenario (per the Historical Scenario section below: Initiative, Movement, Rally, Defensive Artillery Fire, Close Combat, Victory Determination / Advance Game Turn Marker).
I. Initiative Phase
II. Weather Phase: An Allied Player rolls 1 die and consults the Weather Table.
III. Random Events Phase: See Random Events special rules below.
IV. Construct Siege Works Phase (French only): Beginning on Strategic Game Turn 9, the French Player may construct Siege Works as outlined in the French Siege Works special rules below. Note that adverse weather may impede the construction or completion of siege works.
V. Siege & Bombardment Phase: The French and British players roll on the S&B Table and apply the results. Note that the French player initiates this phase, and that at least 1 hex of completed Siege Works is a prerequisite. Note also that under certain circumstances a second die roll on S&B Table II may be required.
VI. Reinforcement Phase: Units arrive according to the Campaign Game Reinforcement Schedule.
VII. Movement Phase
VIII. Rally Phase
IX. Defensive Artillery Fire: Includes mortar fire during the Allies' player turn. Mortars may not combine fire with other artillery units, and follow a separate Mortar Fire procedure.
X. Close Combat Phase
XI. Victory Determination / Advance Game Turn Marker
4. Special Rules
4.1 Stacking Restrictions
- French and American units may pass through one another freely during movement, subject to normal stacking limits. However, French and American units may not stack together at the end of a Movement Phase. Exceptions: Pulaski's Legion and leaders.
Exception: French and American units may stack with each other as a result of Retreat. Such units must unstack during the next friendly Movement Phase, even if doing so results in Close Combat at unfavorable odds.
Enemy units that attack a French/American stack gain a +1 DRM in Close Combat.
Units within a French/American stack may not attack voluntarily, either as a stack or individually, until the French and American units are separated from each other. If a French/American stack begins a Movement Phase adjacent to an enemy in circumstances where an attack would normally be required, it must retreat instead if possible. If retreat is not possible, the French/American stack must fulfill the required attack, but suffers a -2 DRM.
-
The Negro Volunteers may never pass through or stack with any British Provincial or Tory Militia units from the south [i.e. the King's Florida Rangers, Georgia Volunteers, South Carolina Royalists, Royal North Carolina, Georgia Militia, Loyal Savannah Militia, and the optional Chatham County Militia]. If stacking is unavoidable for any reason the Negro Volunteers are captured instead.
-
French Regulars and French Colonial Militia may pass through one another freely during movement, subject to normal stacking limits, but may not stack together at the end of a Movement Phase.
Exception: French leaders and French artillery units may stack with French Colonial Militia.
Exception: these units may stack with one another as a result of Retreat. They must un-stack during the next friendly Movement Phase if possible, but not if doing so would force a Close Combat at unfavorable odds.
While the units remain stacked they defend normally if attacked in Close Combat. If forced to attack while stacked, they suffer a -1 DRM.
The French Colonial Militia, French Colonial Regulars and French Mercenary Regiment may stack freely together at all times.
4.2 Weather
The Strategic Turn Track indicates the 10 weather turns. An Allied player rolls 1 die and consults the Weather Table for conditions, modifiers and other effects.
Note that the weather die roll is automatically modified by:
- -1 on turn 2
- -2 on turn 4
- +1 if the previous turn's weather was Favorable.
All modifiers are cumulative.
On turns without a weather die roll, the weather holds from the preceding weather turn.
Exception: if the preceding turn was Hurricane, Gale, or Squall, the next turn is automatically Heavy Rain.
The weather on turn 16 depends upon when the Allies launch their Grand Assault. If they declare their attack against the Savannah Defensive Perimeter prior to Strategic Turn 15, the weather on turns 16-25 will be the last-determined prevailing weather as indicated on the Weather Table.
If the Allies wait to assault on turn 16 (as happened historically), the weather on turn 16 will automatically be Fog and the weather on turns 17-25 will automatically be Favorable.
Weather applies to all players and lasts the entire turn.
4.3 Random Events
The British player and an Allied player each draw a card during the Random Events Phase of the Campaign Game, as indicated on the Strategic Turn Track. There are 10 Random Events turns. The British player draws first.
Note: The French and the Americans may only draw one card between them. As with Momentum, the Allies must share Random Event cards.
Cards may be played at any time during the game. A player need not be the Phasing player to play a Random Event card. Multiple cards can be played simultaneously and results are cumulative, where applicable.
The other side can respond with a card play as well. It is possible for each side to play several cards at one time. In practical terms, however, multiple card play will be an occasional rather than a regular event.
Card play is governed by the following restrictions:
- 19 cards are marked 'Strategic Game Turns Only'. These may only be played while the Game Turn Marker is on the Strategic Turn Track.
- 17 cards are marked 'Tactical Game Turns Only'. These may only be played while the Game Turn Marker is on the Tactical Turn Track.
- 16 cards have no Game Turn restrictions. These cards can be played at the holding player's discretion, during any game turn.
- 3 cards are printed in red. These cards MUST be played the moment they are drawn, as the instructions on the cards indicate.
- 19 cards are marked with Allied Flags. Only the Allies may play these cards. If the British player draws such a card, he or she may hold the card (representing limited intelligence of enemy intentions), but may not play the card.
- 19 cards are marked with a British flag. Only the British player may play these cards. If an Allied player draws such a card, he or she may hold the card (representing limited intelligence of enemy intentions), but may not play the card.
- 17 cards are marked with all three flags. These cards may be played by whichever side draws them.
- Occasionally a player may be entitled to additional cards beyond those he or she normally draws during the Random Events phase. This occurs as a result of previously played Random Events cards as follows:
- 2 cards allow the player to draw an additional card from the deck.
- 1 card allows the player to draw an additional card from the opposing player's hand.
NOTE: Each side may spend a maximum of 1 Momentum Chit per Random Events phase to draw an additional Random Events card. This use of Momentum is in addition to Series Rule 12.6.
The effects of Random Events cards are printed on each card. Random Events cards can influence a number of elements of play and some even introduce additional units from the counter mix. Be sure to read and follow the instructions on each card carefully.
There is no maximum hand size for cards held. Cards may not be discarded except where stipulated explicitly in a card's instructions.
Card trumping, relevant to "Local Superiority" cards in particular, is instantaneous. In order to cancel the effects of a played card, the trumping card (ex. Local Superiority) must be played immediately in response to the card it is trumping.
4.4 French Siege Works
[Note: the printed siege works hexsides are used in the Historical Scenario, and represent the actual location of the French approaches.]
The French player can construct siege works along any hexside(s) according to the following procedure:
-
Beginning on Strategic Game Turn 9, one construction marker can be placed in any space 4 hexes distant from the Savannah Defensive Perimeter provided that it is not:
- adjacent to an enemy combat unit
- in rice fields
- in swamp
- in the Jewish Cemetery
- prevented by adverse weather.
-
On turn 10 that marker is flipped, and aligned so that the hexsides to be entrenched are portrayed by the white symbols.
- Up to three more construction markers can also be placed this turn. The first one placed must extend from the original siege work hex.
- The limitations listed in step 1 still apply (see above).
- These construction hexes may extend no more than 1 hex closer to the Savannah Defensive Perimeter.
-
On turn 11 those markers are flipped and aligned so that the hexsides to be entrenched are portrayed by the white symbols.
- Place all remaining construction markers. The first one placed must extend from a previously completed siege work hex.
- The limitations listed in step 1 still apply (see above).
- These construction hexes likewise may extend no more than 1 hex closer to the Savannah Defensive Perimeter. (Thus French siege works can never be built in hexes directly adjacent to the Savannah Defensive Perimeter).
-
On turn 12 those markers are flipped and aligned so that the hexsides to be entrenched are portrayed by the white symbols.
CONSIDERATIONS
- The counter mix limits the French player when deciding which hexsides within a hexagon to fortify.
- Entrenched hexsides do not need to be connected.
- Weather may impede the construction and/or completion of siege works.
- Siege works under construction offer no defensive advantage to units that occupy the same hex.
- Completed siege works offer a defensive benefit to whichever player occupies them. [See Terrain Effects Chart and DRM Summary]
- At least 1 completed siege work hexside is required before the French player can conduct Siege & Bombardment.
4.5 Siege Work Interdiction
Siege works under construction cannot be flipped to their completed side if Parade Order enemy combat units are adjacent.
Siege works under construction are automatically removed if entered by Parade Order enemy combat units. Exception: siege works under construction are not removed if entered solely by enemy artillery.
Completed siege works cannot be moved or destroyed.
Exception: Siege & Bombardment or Random Events may cause completed siege works hexsides to become breached.
Repairs to breaches may be made through the Siege & Bombardment Table and the play of Random Events.
4.6 Siege & Bombardment
In order for the French player to conduct Siege & Bombardment die rolls, he or she must have at least 1 completed siege work hexside in play. Construction markers do not satisfy this requirement.
The French player initiates the Siege & Bombardment phase once the above condition has been met. Once the French player has rolled for the first time on the S&B table, the British player may respond. The British player may not be the first player to use Siege and Bombardment.
4.7 Reinforcements
American/French Reinforcements: If the British player's units or their ZOCs occupy the entry hex, the reinforcements are delayed for one Game Turn, after which they may enter at the nearest hex that is neither blocked by an enemy unit, nor in an enemy unit's ZOC. If two such hexes are equally distant, the owning player may choose. In such a case the arriving units must pay the normal terrain cost to enter the hex.
Note that American reinforcements arriving at hex 1014 (marked 'A' on the map) and French reinforcements arriving at hex 3123 (marked 'F' on the map) may not use strategic movement on the turn of arrival.
British Reinforcements: If enemy units occupy the British HQ, the British player's reinforcements may enter in any Savannah city hex that is neither destroyed, nor occupied by an enemy unit. If all Savannah city hexes are either enemy-occupied or destroyed, the reinforcements are lost. Each time the British player loses reinforcements in this way, the British Army Morale suffers a -1 penalty (regardless of how many units were lost). No VPs are awarded.
Reinforcements may enter play over-stacked but must immediately move to conform to stacking limits. Reinforcing units that would be unable to conform to stacking limits are delayed for one turn. Such units must enter play ahead of any other reinforcements scheduled to enter at the same hex on subsequent turns.
French Variable Reinforcements: Beginning on Strategic Game Turn 8, French Reinforcements may enter at one of four possible locations, depending upon a die roll.
- Roll 0-4: Reinforcements enter at hex 3822 or 3920, marked 'V-1' on the map. On turn of arrival all units receive a +2 MP bonus. In addition, all artillery receive double their printed MPs. Example: A French mortar unit with a normal MP of 2 would be increased to 4 (2+2) and then doubled to 8. If the weather on the turn of arrival does not prohibit strategic movement, those 8 MPs would be effectively increased to 16.
- Roll 5-7: Reinforcements enter at hex 4214, marked 'V-2' on the map. On turn of arrival all artillery receive double their printed MPs. Example: A French mortar unit with normal MP of 2 would be doubled to 4. If the weather on the turn of arrival does not prohibit strategic movement, those 4 MPs would be effectively increased to 8.
- Roll 8: Reinforcements enter at 4105, marked 'V-3' on the map. On turn of arrival all artillery receive double their printed MPs. Example: Same as case above.
- Roll 9: Reinforcements enter at hex 3123, marked 'F' on the map. Apply normal restrictions.
4.8 Additional Units
Indians: The Creeks are an optional unit that may appear in the Campaign Game as the result of Random Events. Treat them as militia with Light Infantry capability. Note that their Movement Point value is 5. Creeks may never enter the Savannah Defensive Perimeter.
Their combat value is in parenthesis, which denotes DEFENSE ONLY when alone.
Units attacking the Creeks in Close Combat suffer a -1 DRM if the Creeks are defending in a forest hex. This modifier applies only if the Creeks are defending alone in the hex.
If the Creeks become a casualty there are no Army Morale adjustments for either side. Also, unlike other 1-step units that are worth 1 VP when eliminated, the Creeks are only worth 1/2 VP.
The Chatham County Tory Militia is an optional unit that may appear in the Campaign Game as the result of Random Events.
Pulaski's Legion, Tawes' dismounted dragoons and the Negro Volunteers are units with replacement counters. Random Events may cause any or all of these units to be replaced with their substitute counters.
4.9 The 'Covered Way' (hexes 1105 to 1401)
Moving along the Covered Way negates normal swamp MPs (see Terrain Effects Chart). Note that Streams are not forded along the Covered Way and cost +1 MP to cross. Strategic Movement is not allowed along the Covered Way.
For every hex entered along the Covered Way, roll 1 die per stack of moving units to determine if the units get lost.
- 0-7 = NE
- 8-9 = Lost [mark units with a 'Lost' marker]
DRMs:
- +1 for every two hexes of Covered Way previously entered (round down).
- +1 if previously lost.
Note: Units that begin stacked must proceed as a stack if they intend to move along the Covered Way. They may not move off separately, roll for lost status separately, and then end their move regrouped as one stack.
'Lost' units suffer the following penalties:
- They may not move any further that turn.
- They have no ZOC.
- They attack and defend at half strength (round up fractions).
- Lost units that receive a Retreat result in Close Combat are Pinned instead.
- Mounted units that are lost may not select 'Cavalry Withdrawal' prior to Close Combat.
At the beginning of the next friendly Movement Phase, invert the Lost marker to its 'Previously Lost' side.
'Previously Lost' units may move during their Movement Phase. If they continue along the Covered Way, the above procedure is repeated to determine if they once again become lost. If so, flip the marker back to 'Lost'.
Repeat this process as long as the units continue to move along the Covered Way.
Leaving the Covered Way: Units that begin a Movement Phase on a Covered Way hex may leave the Covered Way without restriction, applying all normal movement and terrain effects. When units leave the Covered Way, remove any 'Lost' or 'Previously Lost' markers from them.
Note: If a unit leaves the Covered Way and then enters it again on a later turn, calculate the DRMs for distance traveled without regard to the number of hexes entered on its previous march along the Covered Way.
Covered Way Benefits: Units defending on a Covered Way hex benefit with a -1 DRM against both Fire and Close Combat.
4.10 British Army Sortie Restriction
On Strategic Game Turns 1-10, only British player units stacked with a leader may sortie outside the Savannah Defensive Perimeter. Such units suffer a temporary reduction of -1 to their printed unit morale as long as they continue to sortie.
Once outside the Savannah Defensive Perimeter, these units may operate unstacked; however, the leader(s) cannot return to Savannah until all the units that exited with them have returned.
Exceptions: 1st DeLancey, King's Florida Rangers, 1st and 2nd Georgia Militias, Chatham County Militia and the Creek Indians are units that enter play outside the Savannah Defensive Perimeter. (The movement point value of these units is highlighted in a white box for easy reference.) These units do not require leadership in order to operate outside the Savannah Defensive Perimeter, nor is their unit morale reduced when doing so.
Once these units enter the Savannah Defensive Perimeter, however, they too are restricted as described above. Note: The Creeks may never enter the Savannah Defensive Perimeter.
British sortie restrictions are lifted on Strategic Game Turn 11. From that point on, all British player units may operate outside the Savannah Defensive Perimeter without restriction.
4.11 British Naval Bombardment Zone
The area in the northwest corner of the map within the red dashed lines is the British Naval Bombardment Zone. These hexes indicate the range of a British frigate patrolling on the Savannah River. Allied units attempting to Rally within the British Naval Bombardment Zone suffer a -1 DRM to their Rally die roll. This is in addition to Series Rules 13.5 and 15.1.
4.12 French Mortars
- May not combine fire with other artillery units.
- Have a range of 5 hexes but cannot fire at an adjacent target.
- Do not require LOS.
- Direct their fire into a hex, rather than against a specific unit. This is an exception to Series Rule 11.2.
- During Tactical Game turns, mortars may move or fire but not both in the same game turn. Mark the mortar unit with the appropriate 'Mortar Moved' or 'Mortar Fired' chit.
- Ignore the -1 fire combat modifier for firing across Dyke, Revetment, Redoubt and Siege Works hexsides.
PROCEDURE
- French player selects a target hex and rolls on the Scatter & Drift Table to determine the actual hex where the shells will land.
- If units are present in the hex where the shells land the owning player selects the unit to receive potential damage.
- The French Player then rolls on the To-Hit Table to determine if the shells score a hit.
- If a hit is recorded, the French player rolls on the Artillery Damage Table to determine the effect on the selected unit.
- If mortars hit with a 'D' or 'Step Loss' result, the French player checks for damage to the mortars by rolling on the Mortar Disable Table.
4.13 Lack of Allied Cohesion
Pulaski's Legion is the only American combat unit that may cooperate in Close Combat with French player units. Exceptions: See 'Stacking Restrictions' (Special Rules 4.1).
If Army Morale adjustments or Victory Points result while Pulaski is cooperating with the French, those adjustments or VPs are applied to the French.
Not only are French and American units usually prohibited from stacking and attacking out of the same hex, they are also prohibited from combining from two or more hexes in an attack against a defending enemy hex. This is an exception to the Example in Series rule 12.15.
4.14 Incomplete British Defenses
Allied attacks against British-held abatis, redoubts or revetments receive a +2 DRM through Game Turn 7, and a +1 DRM from turns 8 through 11.
These modifiers are cumulative with the normal fieldwork's modifiers.
Example: On Game Turn 10, an Allied attack against a hexside featuring both an abatis and a redoubt would be calculated as minus 2, plus 1, for a net of minus 1 for the terrain.
The British works are considered fully complete on Game Turn 12, at which time all modifiers are normal. [See Game Turn Track]
NOTE: The defenses may be completed ahead of schedule on turns 10 or 11 as a result of the play of Random Events.
Any modifiers in effect when the game switches from the Strategic to the Tactical Turn Track are carried over.
4.15 British Tactical Doctrine
The British player may not select the 'Turn Flank' tactics chit during any Close Combat in which his units occupy a Savannah Defensive Perimeter hex and all enemy units being engaged occupy a hex outside the Perimeter.
4.16 Irish Ferocity
When Dillon's Irish Regiment is the lead unit in an attack against at least 1 unit of British Regulars, the attacker receives +1 DRM to the Close Combat die roll.
4.17 Militia DRM Exception
The Charlestown Militia (both units) does not suffer a -1 DRM in Close Combat when engaged against enemy Regulars. Its presence in a stack of militia negates the militia penalty for the entire stack. These units have been marked with a green box around their values for easy reference.
4.18 Leader Rules
Leader Seniority:
- French Army: de Noailles is senior to Dillon.
- American Army: McIntosh is senior to Huger.
- British Army: Maitland is senior to von Porbeck.
Leader Stacking: Any French leader may stack with and command any French units, whether Regulars, Colonial Regulars, Mercenaries or Militia. Any British leader, including the German von Porbeck, may stack with and command any British units whether Regulars, Hessians, Provincials or Militia. The latter includes the Creek Indians. Any American leader may stack with and command any American units whether Continentals or Militia. Exception: Huger may only stack with and command American Militia and/or artillery. For this reason he has a light blue stripe to match the militia counters.
Demi-Leaders:
- Count Pulaski: Is a demi-leader for the play of tactics chits, for himself and any American cavalry with whom he is stacked. If stacked with other units, or if attacking in a multi-hex combat, he loses this capability. (This counter features a yellow star for easy reference.)
- Captain Tawes: Is a demi-leader for the play of tactics chits, if he is in the Spring Hill Redoubt (hex 1404), for himself and any British player units with whom he is stacked. If attacking in a multi-hex combat he loses this capability. (This counter features a yellow star for easy reference.)
Leader Replacement: The play of Random Events may cause the removal of Dillon or the loss of demi-leader status for either or both Pulaski or Tawes. In the latter case use replacement counters that are not emblazoned with the yellow star that signifies a demi-leader.
Leader Casualties: Refer to the Leader Casualty Table.
If Prevost, d'Estaing or Lincoln is a casualty, the owning player must surrender a Momentum Chit. If he has none to surrender his opponent may instead gain one from the counter mix if one is available.
4.19 Exceptions to the Standard Rules
Player order:
- Turn 1, British only
- Turns 2-15, British followed by Allies
- Turn 16, Allies followed by British.
- Turns 17-25, Random
Initiative: On game turns where Random Player Order is to be established, the Allies use the French initiative level as determined by the Army Morale Track.
Zones of Control (ZOCs): In addition to Series rule 8.1, ZOCs extend out of (but not into) swamp and city hexes.
Movement: The Exception in Series Rule 9.1 does not apply to units moving in the Yamacraw Swamp or to naval artillery or mortars. Such units must always be able to pay the cost of a space in order to enter it.
Retreat Priorities: Each army must retreat toward its HQ if possible.
Advance After Combat: As an exception to Series Rule 12.2 Step 9, British player lead units are never required to advance into the defender's vacated hex if doing so would cause them to move beyond the Savannah Defensive Perimeter.
Rally: As an exception to Series Rule 13.5, units do not benefit while rallying behind a fieldwork if a hexside is breached, nor do they benefit if enemy units are adjacent and within the same fieldwork.
Units in a fieldwork that receives a breach must perform a morale check.
When a city hex is destroyed, any units there must perform a morale check and suffer a -1 DRM to their die roll.
Historical Scenario
Set Up: Deploy all units according to their printed at-start locations. Exception: The Loyal Savannah Militia may deploy in any hex within the Savannah Defensive Perimeter, subject to stacking limits.
Not used in this scenario is the Chatham County Tory Militia, the Creek Indians, and the replacement counters for Pulaski, Tawes and the Negro Volunteers.
Game Length: Turns 16 - 20 on the Tactical Game Turn Track.
At Start Army Morale:
- British = 14
- American = 13
- French = 12
Momentum: The Allies start with 1 Momentum chit.
Player Order:
- Turn 16 = Allied followed by British
- Turns 17-20 = Random
Turn 16 Restrictions:
- Fog (see Weather Table).
- NOTE: Weather is clear on all remaining turns in this scenario.
- American units may not attack in Close Combat.
- d'Estaing must participate in a Close Combat attack during this turn.
Victory Conditions:
- Allied Decisive Victory: The Allies achieve a Decisive Victory immediately if a Parade Order Allied combat unit enters a hex in the City of Savannah.
- Allied Substantial Victory: Same as Campaign Game.
- Allied Marginal Victory: Same as Campaign Game.
- British Decisive Victory: Eliminate d'Estaing and at least 15 SPs of French Regular and/or Continental units.
- British Substantial Victory: Same as Campaign Game.
- British Marginal Victory: Same as Campaign Game.
Sequence of Play: Only the following Phases are used in the Historical Scenario.
- Initiative
- Movement
- Rally
- Defensive Artillery Fire
- Close Combat
- Victory Determination / Advance Game Turn Marker
Special Rules for the Historical Scenario
-
No artillery units on either side may move, with the exception of the French Reserve Artillery, until attacked in Close Combat. If hit during Defensive Artillery Fire with a "D" or "R" result, they must move back to their at-start hex as quickly as they can, if possible.
-
Use the siege works hexsides printed on the map.
-
All French attacks suffer an automatic -1 DRM, in addition to other modifiers.
-
The following Campaign Game rules are in effect:
- Leader Loss VPs
- Victory Hex
- Savannah Defensive Perimeter
- Stacking Restrictions
- ZOC
- Initiative
- Movement
- Covered Way
- Naval Bombardment Zone
- Rally
- French Mortar
- Lack of Allied Cohesion
- British Tactical Doctrine
- Irish Ferocity
- Militia DRM Exception
- Retreat Priorities
- Advance After Combat
- Leader Rules (except leader replacement)
Order of Battle - Savannah 1779
American Southern Army (Camp Organization) - Major General Benjamin Lincoln
- Cavalry (Brigadier General Count Casimir Pulaski): Pulaski's Legion; 1st Virginia Light Dragoons; South Carolina Light Dragoons
- Light Infantry (Colonel John Laurens)
- 1st Brigade (Brigadier General Lachlan McIntosh): 1st South Carolina; 3rd South Carolina; 6th South Carolina; Georgia Militia
- 2nd Brigade (Brigadier General Isaac Huger): 2nd South Carolina; 5th South Carolina; 1st Virginia Levies; South Carolina Militia
- Williamson's Militia Brigade (Brigadier General Andrew Williamson): South Carolina Militia
- Charlestown Militia (Colonel Maurice Simons): 1st Battalion; 2nd Battalion
- Artillery (Colonel Barnard Beekman)
French Expeditionary Forces - Admiral Le Comte d'Estaing; Vicomte de Fontanges
- Dragoons of Conde (M. Dejean)
- Division de Noailles (General Vicomte de Noailles): Regiment de Champagne; Regiment d'Auxerrois; Regiment de Foix; Regiment de Guadeloupe; Regiment de Martinique
- Division de Comte d'Estaing (Admiral d'Estaing): Regiment de Cambresis; Regiment de Hainault; Regiment d'Agenois; Regiment de Gatinais; Regiment de Le Cap; Regiment de Port au Prince
- Division de Dillon (General Count Arthur Dillon): Dillon's Irish Regiment; Regiment d'Armagnac; Grenadier Volunteers
- Volunteers of San Domingo (M. De Rouvrai)
- Royal Corps of Marines & Naval Bombardiers
- Artillery
British Southern Army - Major General Augustine Prevost
- Light Infantry (Major Graham)
- Light Dragoons (Captain Thomas Tawes)
- Fraser's Highlanders (Lt. Colonel John Maitland): 1st Battalion; 2nd Battalion
- Royal Americans: 2nd Battalion; 3rd Battalion; 4th Battalion
- Royal Marines & Seamen
- Grenadier Regiment von Trumbach
- Garrison Regiment von Wiessenbach (Lt. Colonel von Porbeck)
- New York Volunteers (Major Sheridan)
- DeLancy's Regiment: 1st Battalion; 2nd Battalion
- New Jersey Volunteers (Lt. Colonel Allen): 3rd Battalion
- King's Florida Rangers (Lt. Colonel Thomas Brown)
- South Carolina Royalists (Colonel Innes): 1st Battalion; 2nd Battalion
- North Carolina Volunteers (Lt. Colonel John Hamilton)
- Georgia Loyalists (Major Wright)
- Georgia Militia
- Savannah Militia
- Negro Volunteers
- Royal Artillery
Campaign Game Reinforcement Schedule
Turn 1
- BRITISH: 1st Bn. DeLancy, 2nd Ga. Militia [At hex 1723 "B-1"], and Battery A. [At HQ].
Turn 2
- FRENCH: Champagne Chasseurs, and Avant-Garde. [At hex 3123 "F"].
Turn 3
- BRITISH: King's Fl. Rangers, 1st Ga. Militia [At hex 1023 "B-2"], and Battery B. [At HQ].
- AMERICAN: McIntosh, 1st S.C., 3rd S.C., 6th S.C., Twigg, and Dooly and GA "Combined" Militia. [At hex 1014 "A"].
- FRENCH: von Stedingk, Auxerrois, Foix, Guadaloupe Flank Companies, and Guadaloupe Fusiliers. [At hex 3123 "F"]
Turn 4
- BRITISH: Royal Marines, Royal Navy, Naval Battery, and Fort Battery. [At HQ].
- AMERICAN: Pulaski [Enters with French]
- FRENCH: d'Estaing, Conde, Cambresis, and Hainault. [At hex 3123 "F"]
Turn 5
- BRITISH: Loyal Savannah Militia, and Battery D. [At HQ].
- AMERICAN: 1st Va. Levies, and 1st Va. Light Dragoons. [At hex 1014 "A"].
- FRENCH: Colonial Chasseurs, DuCap Fusiliers, Port-au-Prince, and Martinique. [At hex 3123 "F"].
Turn 6
- FRENCH: Dillon, Dillon's Irish Regt., Armagnac, Grenadier Bn., Grenadier Volunteers, de Noailles, Reserve Bn., Reserve Artillery, Grenadiers de San Domingue and San Domingue Volunteers. [At hex 3123 "F"].
Turn 7
- BRITISH: Maitland, and 1st Bn. Fraser's Highlanders. [At HQ: May only move 1-space on turn of arrival].
- AMERICAN: Lincoln, Beekman's S.C. Artillery, Horry's S.C. Horse, Laurens, S.C./Ga. Light Corps, 1st Bn. Charlestown Militia, 2nd Bn. Charlestown Militia, Huger, 2nd S.C., 5th S.C., Harden, Garden, Skirving, Reed, and S.C. "Combined" Militia. [At Hex 1014 "A"].
Turn 8
- BRITISH: von Trumbach, and Royal N.C. [At HQ: May only move 1-space on turn of arrival].
- FRENCH: Marine Bn., Naval bombardiers and Mortar Battery. [French variable entry die roll: 0-4 = "V-1," 5-7 = "V-2," 8 = "V-3," 9 = "F"].
Turn 9
- BRITISH: Invalid Battery. [At HQ].
- FRENCH: Marine Company, Battery A (rt.) and Battery B (rt.). [French variable entry die roll: 0-4 = "V-1," 5-7 = "V-2," 8 = "V-3," 9 = "F"].
Turn 10
- BRITISH: Negro Volunteers, and Augusta Rd. Battery. [At HQ].
- FRENCH: Battery A (lft). [French variable entry die roll: 0-4 = "V-1," 5-7 = "V-2," 8 = "V-3," 9 = "F"].
Turn 11
- BRITISH: Carolina Battery. [At HQ].
- FRENCH: San Domingue Volunteer Detachment and Battery B (lft). [French variable entry die roll: 0-4 = "V-1," 5-7 = "V-2," 8 = "V-3," 9 = "F"].
Turn 12
- BRITISH: Convalescents, and Grand Battery. [At HQ].
NOTES:
- A.) American units arriving at hex 1014 "A" have no strategic movement on turn of arrival.
- B.) Units arriving at hex 3123 "F" have no strategic movement on turn of arrival.
- C.) French reinforcements on turns 8, 9, 10, and 11 roll for variable entry:
- Die Roll 0-4: Enter at either 3822 or 3920 "V-1". All units have +2 MPs and all artillery units also have double MPs, on turn of arrival.
- Die Roll 5-7: Enter at 4214 "V-2". All artillery units have double MPs on turn of arrival.
- Die Roll 8: Enter at 4105 "V-3". All artillery units have double MPs on turn of arrival.
- Die Roll 9: Enter at hex 3123 "F". Apply restrictions cited in case "B" above.
CAMPAIGN GAME AT-START DEPLOYMENT
- von Porbeck in hex 1805
- Graham's Light Infantry in hex 1803
- All other British units not scheduled as reinforcements are deployed according to their at-start location number.
OTHER UNITS: The Chatham County Militia, Creek Indians, and replacement counters for the Negro Volunteers, Pulaski's Legion and Tawes are units that come into play during the Campaign Game as a result of Random Events. They deploy as directed on the Random Events cards.