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AMERICAN REVOLUTION

Stacking: 6 SP + 1 Artillery + n Leaders (at all times); If over-stacked = eliminate steps ZOC: Parade Order only; + 1MP to enter enemy Ri es ZOC; may move from one ZOC to another but then stop. Forest/orchard/ eldworks hexside = no ZOC; friendly units negate enemy ZOC in their hex for Surrounded purpose. Strategic Movement: 2xMP along roads/tracks and never adjacent to enemy Rally: 1d + unit morale + Leader morale 5 Unit Status: Parade Order ! Disrupted ! Shattered Diversion: 1 stack of defending units is not attacked; shift 1 column to the left for Close Combat for the adjacent attackers units that created the diversion Cavalry Withdrawal: only against non Cavalry units; Retreat 3-hex to a non-enemyadjacent hex before combat; Mark the unit (cannot move/attack). Remove marker : Rally Jaegers Ri es: Roll 2 To-Hit (keep one) if not in clear/crop hex and open ank possible Movement Disrupted Shattered 1 hex (away) None Attack / ZOC None / None None / None CRT Results AM: Army Morale -1 Retreat: 1 hex + Morale Check for other units (Retreat if failure) Do not check Artillery Moral if attacking Disrupt: Retreat 3 hex + D marker + Morale Check for other units (Retreat if failure) Leaders are never disrupted, they retreat. 1, 2: -1/-2 step + Army Moral loss + Morale Check for other units (Retreat if failure) DC / AC: Captured, Defender s/Attacker s Choice PIN: units stay engaged + Disrupted/Shattered Units are captured + Phasing player must attack next OR move away and reduce AM Defend SP 1 Pin Captured Captured Adjacent to enemy Captured

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SEQUENCE OF PLAY
A. Initiative Segment : roll modi ed by Army Moral DRM. Highest wins. B. Initiative Player Turn 1. Flip game-turn marker to the winner of the initiative 2. MOVEMENT PHASE Shattered units may not move Disrupted units may only move one hex 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 Units may conduct Strategic Movement along roads or tracks 3. RALLY PHASE Morale Check each friendly Disrupted or Shattered unit not adjacent to an enemy combat unit. Update Unit Status Remove Cavalry Withdrawal markers 4. DEFENSIVE ARTILLERY FIRE PHASE for the non-phasing player Determine To Hit number on the Fire Table. Roll for a hit. Roll for damage on the Artillery Fire Damage Table + make any Army Morale adjustments 5. RIFLE FIRE PHASE simultaneous for both players Ri e units. Same procedure as for Artillery but on the Ri e tables 6. CLOSE COMBAT PHASE Attack is mandatory for all units adjacent to enemy (exception: artillery and ri es) Remove Pin markers from all units 1. Determine Odds Ratio Check for Artillery Capture + Cavalry Withdrawal 2. Determine Lead Units 3. Determine DRMs (option: select and Resolve Tactics), see scenario table 4. Resolve Close Combat 5. Play Momentum 6. Apply Close Combat Results, Make Army Morale Adjustments 7. Gain Momentum 8. Advance after Combat 9. Move the game-turn marker and ip it over C. Second Player Turn : Same as above. D. End-of-Turn Segment : Check for Victory Advance game-turn marker
April 2013, ruestchm@free.fr, based on play aid by kentreuber (BGG)

NEWTOWN INDIAN RULES

Indians are treated as Regulars for CC DRM Honor: roll on Honor Table +1 Moral Must be the Lead Unit Loss marker if 1) unit fails Resolve Moral Check or 2) adverse results affects the unit Marker is re-assigned to a Parade Order unit during End Phase (roll on table, cannot re-assign to the same previous unit or with a Failed Resolve) Indian Activation (Activation Movement) Stop pulling markers when the Combat marker is drawn Check Indian Resolve = all Indians within LOS of American Artillery but Mohawk check Moral on the Indian Resolve table Ignore second marker pulled for Mohawk Valley Militia and Mohawk units Mohawk Valley Militia can move in the Standard Movement or the Activation Movement Indian Sortie (Turn 2) Check sortie result on range printed on the turn track If not successful (or Turn 1), Indian but Blacksnake cannot move East of row 34xx Indian Ferocity Indian Lead unit in a wood hex gains +1/-1 Attack/Defense Do not apply to Disrupted / Shattered / Failed Resolve units Indian Resolve (a first time rule) Add one Indian Resolve Marker to the activation cup: i) When one American Artillery hits for the first time against a targeted Indian unit, ii) When an Indian unit fails for the first time its Indian Resolve Check. Mohawk never check Resolve Effects of failure: Retreat 4 hexes toward Newtown or 1408 + No Movement in the Standard Movement Phase + May Fire + No CC + no Withdrawal + captured if PINned + lose Honor + +1 CC against unit Remove Indian Resolve marker on a successful Moral Check in the Rally Phase Indian Ambush (a first time rule) When the first close combat occurs, check on the Ambush Table before resolving combat Effect (success): shift 2 columns in favor of the Indian player Indian Withdrawal before Combat If Indian Parade Order in woods, orchards or corn hex + attackers without Light Infantry: Retreat 3 hexes + mark unit + cannot attack + cannot choose again Withdrawal if attacked Not an option for marked Failed Resolve units Remove marker after the Activation Movement phase

Indian Retreat before Combat Retreat 1 hex before CC. American can advance (but Artillery). Indian Evasion Retreating Indians can pass through over-stacked friendlies Can enter enemy ZOC but with Moral check at -1 or -2 if Enemy Rifles. Failure = 1 Step loss.

AMERICAN REVOLUTION
April 2013, ruestchm@free.fr

GREAT BATTLES OF THE

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