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AMERICAN WAR OF INDEPENDENCE

Items needed :25/28mm figures Terrain 6’x4’ board. (Each figure represents 10-20)

Foot and Artillery Men on square bases Frontage 15mm Depth 15mm,18mm, 20mm
depending on figure size.

No need for Artillery gun bases DICE needed D2 D3 D4 D6 D10 D12 D20

Cavalry on bases Frontage 25mm Depth 40mm,50,60 depending on figure size.

To start:

Divide your 6’x4’ board into 2 so that each side has a 6’x2’ area This area is then split into
12, 1’x1’ squares (30cmx30cm) numbered 1-12

1 2 3 4 5 6

7 8 9 10 11 12

____________________________________________

7 8 9 10 11 12

1 2 3 4 5 6

Each Player throws 1xD4 if he has infantry,1xD3 if he has Cavalry and 1xD2 if he has Artillery
the side with the highest score gets the local town or village of between 2or3 houses.

He places the town or village in square 3 or 4 and also places a bridge in square 3 or 4. He
also starts the river from the centre of the village or town and marks 1 ford anywhere on
the river on his side of the battlefield.

Your opponent then throws 1xD6 to see which square edge the river finishes in. He can
mark 1 ford anywhere on the river in his area. The river must use the quickest route
between table edges.

A Road follows the river from the town to the table edge and road junctions must lead to
both farmsteads from this road.

Then each player places in their area 1 hill, 1 farm with 2 fields both enclosed, 1 wood
impassable to any troop type , 1 wood passable to certain troop types,1broken ground.
They must only occupy 1 square each and not encroach on other squares but can have the
river running through there square. They are placed randomly by throwing 1xD12 dice.
Example 1 Hill you throw a 7 so the hill is place in square 7. If a square is occupied throw
again.
You can throw and position terrain secretly by putting a screen up between the 2 areas.You
can also position your troops on the base line as well secretly but must take down the
screen when troops start to move.

Allocation of Troops

This is done randomly as well

You each start off with 10 units and then each throw 1xD10 to see how many extra units
are available

You then each throw 1x D20 for each unit available, if you throw the same number throw
again

British

Dice score Figures

1 6 x Queens Rangers
2 6 x Legion inf
3 3 x 1 6pdr Artillery gun
4 4 x Legion Cavalry
5 4 x Brunswick Dragoons Foot
6 3 x Hessian Jaegers
7 3 x Hessian Jaegers
8 6 x Bristish Grenadiers
9 4 xLight Dragoons
10 4 x Queens Hussars
11 11 xBritish Line Inf Dark Green
12 11 xBritish Line Inf Light Green
13 6 xBritish light Inf
14 4 x Indians Tomahawk
15 4 xBrunswick Dragoons Foot
16 10 xBritish Line Inf Buff
17 4 xIndians Tomahawk
18 9 xHessian Line Inf
19 4 xIndian Musket
20 4 xIndian Musket
American

Dice Score Figures

1 6 xLee Legion Inf


2 6 xRed Cap Musket Inf
3 3 x Squirrel Hat Riflemen
4 4 x Indian Tomahawk
5 6 xRangers Riflemen Green
6 3 xIndian Musket
7 3 xIndian Musket
8 3 xSquirrel Hat Riflemen
9 6 xMorgans Rifles
10 6 xTricorn Muskets
11 7 xShirtsleeves Muskets
12 6 xBuckskin Rangers Rifle
13 6 xLongcoat Muskets
14 6 xBluecoat Muskets
15 11 x Line Infantry
16 11 x Line Infantry
17 12 x Militia
18 3 x1 3pdr Artillery Gun
19 4 x Light Dragoons
20 4 x Light Dragoons

You can change the units to suit your battles ie North Campaign or the Southern
Campaign. I have used these troops as an example.

Sequence of Play - Movement Firing Melee

Alternative Movement

The Player that does not hold the town/village goes first.

Measure the movement of the furthest figure for wheeling column to line etc

Jagers/Indians up to 10” no deductions for passing through soft/hard cover.

Buckskins,Riflemen and Rangers are classed as Jagers

British /French/American/German March Fast

Line Inf / Light Inf up to 6” up to 9”

Deductions for passing through soft/hard cover -2” /-1” only at the March
No Deductions for Light Infantry if Skirmishing

British/American/French/German Trot Fast

Cavalry 12” 18”

Deductions for passing through soft cover/hard cover -2” only at the Trot

British/American/German/French Foot Horse

Artillery Gun pull/push (1 artilleryman 1”) (1horse 3”) 3” 6”

Deductions for passing through soft/hard cover -1”/-2” where appropriate

Infantry and cavalry can March/Trot and Fast/Fast alternatively i.e 6” then 9” but not
9”then 9” but can March/Trot at all times . Light Infantry can Fast/Fast at all times if
skirmishing. You can only March/Trot in column, through soft/hard cover.

It takes 1 move to change any formation. Measure furthest figure when moving.

To dismount/mount takes 1 move To unlimber/limber takes 1 move To realign a


Artillery Gun takes 1 move.

Artillery Guns cannot pass through


woods/walls/rivers/marshes/swamps/fence/hedges/fieldworks/earthworks/broken
ground.

Cavalry cannot pass through Walls/marshes/swamps/fence/hedges.

They may decide to jump over fence/walls Throw 1xD6 on a score of 1 and the trooper
is killed

Cavalry may decide to cross rivers.Throw 1xD6 on a score of 1 2 the trooper is drowned.

Formations permitted

Jagers/Indians/Bucksins/Rangers/Riflemen can only Skirmish (not in base to base


contact ,minimum 1cm, if not 1cm both figures cannot fire or more if they are involved)
but must be line of sight to see one another.If the link of line of sight is broken,the unit
gets a Formation Fail.They do not get a Formation Fail whilst crossing soft/hard cover.

All line Infantry can move in column and line but cannot skirmish they must be in base
to base contact or they will get a Formation Fail.

All Militia/Light Inf can move in column and line , or skirmish. See above for Formation
Fail.

Cavalry can move in column and line and can skirmish.. See above for Formation Fail
Movement by Road

Only Infantry and Cavalry that can change into Column (only 2 figures width for roads)
and Artillery can move along roads You double movement by road so Infantry is 12”
and Cavalry is 24” and Artillery by (2) Horse is 12”. Artillery by Foot is still 3”.

Firing: Skirmish 360* Line or Column 22 ½ * Artillery from barrel 45*

Fire once per move. Line of Sight only.

Cannot move and fire. Must dismount to fire except when firing pistol.

RANGES

Infantry Pistol Bow Musket up to 4” up to 8” up to 12”

Infantry Rifle up to 18”

Cavalry Carbine up to 12”

Field Gun up to 36”

Each Figure gets 1 dice throw to hit.

Each Artillery Figure gets 1 dice throw to hit. Each Artillery Figure gets 2 dice throws if
target within 12”. Only Artillery men can fire a Field Gun

Firing at Skirmishers Thow 1xD20

Firing at All figures in base to base contact Throw 1xD10

To hit Skirmishers 1xD20 open behind soft cover behind hard cover

17 18 19 20 18 19 20 19 20

To hit all figures in base to base 1xD10 open behind softcover behind hard cover

7 8 9 10 8 9 10 9 10

Figures firing with a Formation Fail -1 off to hit i.e Figure firing at skirmishers in the
open hit on a 18 19 20. Artillery men are classed as skirmishers behind soft cover.

For each hit your opponent throws 1xD6 to save.

A Score of 5.6 saves from pistol/bow/musket/carbine/rifle

A Score of 6 saves from Artillery 6pdrs and over

A Score of 5.6 saves from Artillery under 6pdrs Generals get to save always on a 3 4 5 6.
Melee

All figures must be in base to base contact 4 figures can melee with 1 figure and that
figure cannot escape if enemy to front and rear. You can only melee in your turn. You
can move into melee in your turn. Your opponent melees in his turn or can move away,if
no enemy to front and rear. After melee if a units morale reaches the morale figure
number to break they are taken off the battlefield. If there are any figures left and still in
base to base contact and have enemy to front and rear in base to base contact they are
automatically classed as surrendered and taken off the battlefield.

Throw 1xD10 (NOTE: if Militia and Light Inf in Skirmish add +1 to score)

Scores to Kill open behind soft cover behind hard cover

To kill Indians 5 6 7 8 9 10 6 7 8 9 10 7 8 9 10

To Kill Millitia 4 5 6 7 8 9 10 5 6 7 8 9 10 6 7 8 9 10

To Kill Jagers/Buckskins 5 6 7 8 9 10 6 7 8 9 10 7 8 9 10

To Kill Light Inf 6 7 8 9 10 7 8 9 10 8 9 10

To Kill Line Inf 6 7 8 9 10 7 8 9 10 8 9 10

To Kill Grenadiers 7 8 9 10 8 9 10 9 10

To kill Cavalry 7 8 9 10 8 9 10 9 10

To Kill General 7 8 9 10 8 9 10 9 10

If fighting with a formation fail -1 to score ie trying to kill an Indian in the open 6 7 8 9 10

If moving into melee at the fast +1 to score (no addition if you have a formation fail)
ie moving fast to kill Indian in the open 4 5 6 7 8 9 10

Artillery men in melee are classed as Line Infanty and behind soft cover.

FORMATION FAIL ONLY affects troops which are firing and fighting in melee.

To get out of a Formation Fail Throw 1xD6 To Pass

Militia must get a 6

Indians/Jagers/buckskins must get 5 6

Light Inf must get 4 5 6

Line Inf /Artillery/ Cav must get 3 4 5 6

Grenadiers must get a 2 3 4 5 6


Must be taken at the start of a move. Cannot be taken whilst in melee. If fail take again
next move. It effects firing ,melee . Cannot be taken whilst crossing soft/hard cover.

You get a formation fail see troop types: whilst changing formation crossing soft cover
crossing hard cover out of line of sight after melee not in base to base contact
dismount/mount unlimber/limber moving in or out of buildings

Example:

A British Foot Line Regiment crosses a low stone wall (crossing soft cover) it moves 5 “over
the wall -1” moving through soft cover onto the other side thus receiving a Formation Fail.
Next turn before moving the unit throws a Formation Fail Test 1xD6 The score is a 1 so
the Regiment fails its Formation Fail Test . It still moves 6” and still has a Formation Fail.
Next turn before moving again the unit throws a Formation Fail Test 1xD6. The score is a 4 ,
the unit passes and still moves another 6”. A Formation Fail only affects Firing and Melee.

Morale (minimum unit is 3 figures)Must always use multiples of the highest dice first .D4.
When the dice figure is reached whether by firing or melee the unit is taken off the
battlefield.

(D2 is a six sided dice with 1 2 1 2 1 2 )

If you have 3 figures allocated to a Unit throw 1xD2 The score is the break point of the Unit

If you have 4 figures allocated to a Unit throw 1xD3 The score is the break point of the Unit

If you have 5 figures allocated to a Unit throw 1xD4 The score is the break point of the Unit

If you have 6 figures allocated to a Unit throw 1xD3 and 1xD2 The score is the break point of
the Unit

If you have 7 figures allocated to a Unit throw 1xD4 and 1x D2 The score is the break point
of the Unit.

If you have 8 figures allocated to a Unit throw 1xD4 and 1xD3 The score is the break point of
the Unit.

If you have 9 figures allocated to a Unit throw 2xD4 The score is the break point of the Unit

If you have 10 figures allocated to a Unit throw 1xD4 1xD3 1xD2 The score is the break point
of the Unit

If you have 11 figures allocated to a Unit throw 2xD4 1xD2 The score is the break point of
the Unit

If you have 12 figures allocated to a Unit throw 2xD4 1xD3 The score is the break point of
the Unit
If you have 13 figures allocated to a Unit throw 3xD4 The score is the break point of the Unit

If you have 14 figures allocated to a Unit throw 2xD4 1xD3 1xD2 The score is the break point
of the Unit

If you have 15 figures allocated to a Unit throw 3xD4 1xD2 The score is the break point of
the Unit

If you have 16 figures allocated to a Unit throw 3xD4 1Dx3 The score is the break point of
the Unit

If you have 17 figures allocated to a Unit throw 4xD4 The score is the break point of the Unit

If you have 18 figures allocated to a Unit throw 3xD4 1xD3 1xD2 The score is the break point
of the Unit

If you have 19 figures allocated to a Unit throw 3xD4 2xD3 The score is the break point of
the Unit

If you have 20 figures allocated to a Unit throw 4xD4 1Dx3 The score is the break point of
the Unit

Always use multiples of D4 D3 D2 and always leave a difference of 1. Elite difference of 2

Over 20 figures do the same ie 21 figures would be 5xD4 dice

Each side may have 1 elite unit in their army. State which unit before throwing . The only
advantage is the unit will always have a difference of 2, when throwing D4 D3 D2. A elite
unit of 3 figures will break at 1 so no need to throw die.

EXAMPLES ~

You have a 9 figure Unit so you throw 2xD4 . Your score rolled is 3 and 1 giving a total of
4. When you lose 5 figures the Unit breaks or is taken off the battlefield.

You have a 9 figure Unit so you throw 2xD4. Your score rolled is 4 and 4 giving a total of 8.
When you lose 1 figure the Unit breaks or is taken off the battlefield.

You have a 9 figure Unit which you decide is an elite unit .You throw 1xD4 and 1xD3 giving a
difference of 2 Your score is 3 and 2 giving a total of 5 .

Extra Morale

To make a more defined difference in morale you can have a dice difference of 1 for
militia/Indians a dice difference of 2 for jagers/light inf/line inf/buckskins and 3
difference for cav/grenadiers/elite. i.e a unit of 3 morale for militia/Indians would be2,
morale for jagers/light inf/line inf/buckskins would be 1 and cav/grenadiers/elite would be
0 which would mean they all would have to be killed.
Generals must be careful as not to be in line of sight , if they are you are quite entitled to
fire at him. You still move your troops (and there are no penalties) if your General is Killed.
You do lose Victory Points. Generals do not get a formation fail. A General never breaks
with a unit. A General with a Unit and that unit breaks(taken off the battlefield) and is in
melee and he is surrounded by enemy figures to front and rear will automatically surrender.

Soft Cover

Fences/low walls/hedges/marshes/hills/streams/broken ground

Hard Cover

Fieldworks/Earthworks/woods/High walls/rivers/stone buildings/bridges/wooden


buildings/swamps/passable woods.

Impassable woods provide no cover as troops cannot enter.

Up to 5 figures can occupy a building. If melee in building opponent is classed as in hard


cover.

For each figures base width you can make Fieldworks or Earthworks per 4 moves.

Victory Points

Killing a General 10 Victory points Surrendered General 20 Victory points

Capturing or Keeping a Town / Village 40 Victory points

Capturing or keeping a Farmstead 20 Victory points

Each figure Killed Indian/Militia 1 point surrendered 2 points

Each figure Killed Jaegers/Light Infantry 2 points surrendered 4 points

Each figure Killed Line Infantry/Artilleryman/Cavalry 3 points surrendered 6 points

Each figure Killed Grenadier 4 points surrendered 8 points

Each figure Killed Elite add 1 point surrendered add 2 points

The main aim is to hold on to the Town / Village or capture it if you are an opponent.
OPTIONAL:

Flank marches

Up to 2 units can flank march but only on 1 flank Throw 1xD20 to see what move they come
onto the battlefield and into which Square. If you throw 5 or less your unit appears on your
Squares 1 or 6 in 5 moves or less. If you throw between 6-10 your unit appears on your
Squares in 7 or 12 in 6-10 moves or less. If you throw between 11-15 your unit appears in
your opponents Squares 7-12 in 11-15 moves or less If you throw between 16-20 your unit
appears in your opponents Squares 1-6 in 16-20 moves or less. They appear on any part of
the table edge of that square.

Visibility: If you can see your opponent you are visible

Hours and Rations:

The player who has not got the town/village throws 1xD3 dice to see if it is Spring , Summer, Autumn
1 is Spring 2 is Summer 3 is Autumn.

Spring and Autumn have light for 10 hours of battle . Summer has light for battle of 12 hours.

If you want precise times , Summer can be 7 in the morning to 7 at night . Spring /Autumn can be
8 in the morning to 6 at night .

Each hour is split into 4 turns (15mins) Each player has 1 move each in 1 turn giving a total of 2
moves

The player who has not got the town/village throws 1xD4 to see how many days rations he has for
his army.

A score of 1 = 1 days ration , 2 = 2 days rations ,3 = 3 days rations,4 = 4days rations

Next the player who has not got the town/village throws 4xD6 dice each point on the Dice equals 1
hour after midnight so if you threw 13 the time is 1 o’clock in the afternoon, so you will have 6 hours
left in summer and 5 hours left in spring/autumn. If you throw scores more or less than the allotted
daylight hours , throw again, One day passes for every failed throw. It affects ration, for every day
lost 1 days rations is also lost.If you end up with no rations you have 1 day left to fight with no
rations .If you failed in the 5 days to mount an attack, 2 days are allocated for resupply. Throw again

Victory points. For each day passed your opponent gets 5 Victory Points (up to 4 days)

Victory points For each days rations lost you opponent gets 5 Victory Points per day

Victory points Fighting with no rations your opponent gets 5 Victory Points

Victory points A week has passed and no attack has been mounted opponent gets 20 Victory Points

Victory Points You have run out of daylight hours your opponent gets 10 Victory Points.

Victory Points For each additional days rations you get 5 Victory Points.
Fighting with no rations Throw 1xD10 This is the number of moves before troops start to leave
your units. Throw another 1xD10 This is the number of figures that will leave your units.

Example ;~ You throw a 6 with your first D10 so after move six you throw another 1xD10 your
score is 5 so on move 7 you will lose 5 figures ,you can choose to lose 5 figures from 1 unit or
maybe 1 figure from 5 units depending on your choice.

Wind:

Throw a 1xD6 , a score of 1 means that there is no wind. Any unit firing from the same
position for more than 2 moves cannot fire due to a build up of smoke. It takes 2 moves for
smoke to clear. Place smoke in front of the firing unit. (cotton wool). Wind disperses smoke.

Boats /Large boat/Canoes

They travel 12” downstream and 6” upstream. Whoever has the town/ village decides
which way the river flows. It takes 1 move to get in / out and load/unload a boat/large
boat/canoe. Up to 4figures can travel in a canoe/boat and up to 10 figures in a large boat.
No figures can fire out of a boat/canoe but up to 5 figures can fire out of a Large boat.

Baggage:

You can have 1 baggage wagon per 10 units. If captured your opponent gets 20 Victory
Points, if recaptured your opponent then gets only 10 Victory Points.

Destruction of:

Only Field Guns can destroy Stone Buildings/Stone Bridges /Stone Walls/Wooden Buildings
/Wooden Bridges /Fences/Earthworks/Fieldworks.

Throw 1xD6 per Artillery man the score becomes the number of hits. Stone Buildings have a
hit value of 40 hits Stone Bridges have a hit value of 40 hits Wooden buildings and bridges
have a value of 20hits. Earthworks /fieldworks have a hit value of 40hits per 6 “ Each 6” of
wall has a hit value of 20 hits. Each 6” of fence has a hit value of 10 hits. When the hit
value is reached they are destroyed . Troops in buildings and on bridges are also destroyed
when the hit value is reached. Troops behind fences/walls/earthworks/fieldworks are not
affected when the hit value is reached

Notes:

I have tried to make the initial phase random as if you come across unseen terrain and you
see a larger or smaller force before you. I would suggest you put up a screen between the
table to add a bit of a surprise. There can be no limit to turns if you want.
You can make your General more important by throwing a D2, the score is the amount that
he can add to a unit in morale when in base to base. I.e A unit has 8 figures in it and when
5 figures is reached the unit is taken off the battlefield However with the general in base to
base the unit can lose either 1 or 2 figures more depending on what score you have thrown
on the D2 dice. But if the General leaves the unit the morale goes back to normal even if
the unit is immediately taken off the battlefield due to the alternative morale being
reached.

Two Generals per Side

You can make it more interesting and have 2 Generals per side. Nominate who is in overall
command. You come to an agreement on how many units you have each. If there is
German Troops, 1 General could have those units. Throw 1xD2 a score of 1 and he speaks
no English and does not take any notice of the other General. If the overall Commander is
killed the other General takes over.

If you have not enough figures or units scale down Allocation of Troops ie

You each start off with 8 units and then each throw 1xD8 to see how many extra units are
available out of 16 units.

You then each throw 1x D16 for each unit available, if you throw the same number throw
again

or You each start off with 6 units and then each throw 1xD6 to see how many extra units
are available out of 12 units.

You then each throw 1x D12 for each unit available, if you throw the same number throw
again

So long as it is even multiplies you can have more or less .

Elite Unit Alternative

If you want to have 1 elite unit per side in the Morale Use only the 6 7 8 figure units and
not use the lowest dice. Example ~ You want 1 Elite Unit of 6 figures so you only throw
1xD3 and not the 1xD2. Also you can add +1 in the Firing for Elite figures. Also in the
Formation Fail Test Elite Unit passes on 2 3 4 5 6 . In Melee also to kill Elite Unit 7 8 9 10
is needed 8 9 10 soft cover 9 10 hard cover

Terrain

You can always change the terrain but do not have more than the 5 squares allocated ie
more than half the board full . If you want to do a battle in the south you can add swamps
or marshes instead of broken ground etc.
HOURS AND RATIONS: Days lost ____Days Rations lost_____ HOURS Score _______

Day Start Time:

7:00 - 7:15 7:15-7:30 7:30-7:45 7:45-8:00

8:00 - 8:15 8:15-8:30 8:30-8:45 8:45-9:00

9:00 - 9:15 9:15-9:30 9:31-9:45 9:45-10:00

10:00-10:15 10:15-10:30 10:30-10:45 10:45-11:00

11:00-11:15 11:15-11:30 11:30-11:45 11:45-12:00

12:00-12:15 12:15-12:30 12:30-12:45 12:45-13:00

13:00-13:15 13:15-13:30 13:30-13:45 13:45-14:00

14:00-14:15 14:15-14:30 14:30-14:45 14:45-15:00

15:00-15:15 15:15-15:30 15:30-15:45 15:45-16:00

16:00-16:15 16:15-16:30 16:30-16:45 16:45-17:00

17:00-17:15 17:15-17:30 17:30-17:45 17:45-18:00

18:00-18:15 18:15-18:30 18:30-18:45 18:45-19:00

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