W ar of 1812
war along the gulf coast rules 2 GAME BOARD
1 INTRODUCTION
2.1 The game board shows the Gulf of Mexico from Mobile to the mouth of the Mississippi and its inland areas. Movement is regulated by location to location movement over land roads or between the naval zones on the Gulf and its lakes and bayous.
It is late 1814 and peace commissioners are looking for an advantage to end the War of 1812 on the best terms. British leadership choose Pensacola, Mobile, Baton Rouge and New Orleans as the places to occupy to impose its terms and maybe annex the southern United States. Plus, British naval commanders have set their sights on New Orleans bustling warehouses ripe prizes.
2.2 Named locations, fortifications, lakes, bays, rivers, ports, roads, and trails are shown as they affect game play. There are two tracks on the game board. One is to track Command Action Points (CAP) for each player for each turn. The other is to keep track of the turns.
Detaching veteran divisions from Wellington’s army fighting in Europe, Britain sends it best against the backwoods men defending the American Gulf Coast. Led by Wellington’s chief of staff and brotherin-law, General Sir Edward Pakenham, they attack Mobile in an effort to bring Indian support for the main effort against New Orleans.
2.3 There are naval zones in War Along the Gulf Coast for the eastern and western Gulf, and Lakes Pontchartrain and Lake Borgne. Located in each naval zone is a ship holding box that represent British ships. British land units can move from the their ship holding box to adjacent ship holding boxes and vice versa. Land units can move from their ship holding boxes to ports adjacent to the ship box naval zone and vice versa. It costs 1 CAP for each unit making amphibious movement.
General Andrew Jackson counters the British moves by quickly reinforcing the forts defending Mobile. The British, using their navy to navigate the bayous, land in the swamps 8 miles behind New Orleans in a brilliant surprise move. General Jackson, attacks them immediately countering the surprise. Both sides bring in reinforcements to begin the famous Battle of New Orleans. Now you are in command…
2.4 There are four numbered Mississippi River zones. Only The Louisiana ship unit can move on these zones. It cost 1 CAP to move
TERRAIN EFFECT CHART LOCATIONS
Locations are named points. Locations are considered adjacent if a road or trail connects them to each other.
ROADS
Roads connect locations. They are used to move units between locations.
TRAIL
Trails connect locations. They are used to move units between locations. Add +1 to reinforcement rolls along trails. Cost 2 CAP per artillery unit moving and may not reinforce along trails.
RIVERS and CANALS
Each unit moving on a road or trail that crosses a river or canal to attack a defended location roll one less die for the first round. *For terrain affect purposes ONLY the road or trail that is immediately between the attacking and defending locations is used to determine a battle terrain effect.
PORTS
Port locations have an anchor symbol next to their name. Only the British player may make amphibious landings at port locations. Units attacking port locations by amphibious movement roll 1 less die for the first round.
FORTIFIED LOCATIONS
Noted by a red outlined fort. Fortified locations allow the garrison unit when defending in that location to roll the listed battle dice during a battle round. Add +1 to American militia morale rolls.
NAVAL ZONES
Only British units may be in the Naval Zones. Cost 1AP for each unit to move on, off, or between Naval Zones. Units on a Naval Zone are put in the Ship Holding Boxes. Note: MIssissippi is not a Naval Zone.
MISSISSIPPI ZONES
Only The Louisiana can enter the Mississippi River Zones. It may participate in battles adjacent to the zone it occupies, as noted by the numbers next to tthe location names.
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one zone per turn. It can participate in any battle that occurs in a location along the river zone it occupies. Locations located along the Mississippi river zones have the zone number it is adjacent to in a colored circle next to its number.
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GAME UNITS
3.1 American units are blue blocks with blue outlined labels applied. British units are red blocks with red outlined labels applied. 3.2 Blank labels should not be applied to blocks. Extra blocks are for spares or markers. During game play units on board are stood upright with their label facing the controlling player which are only revealed to their opponent in battle Note: Your game comes with two label sheets, one is a spare.
2.5 Land locations on the game boards are named key places such as towns, forts, etc. Adjacent land locations are connected by solid brown road lines and dashed trail lines on land. Land units can move to adjacent land locations connected by the road and trails lines. Some adjacent locations have a road or trail connecting them that crosses a river. Rivers provide a defensive bonus when units must cross a river to attack. Some land locations are ports on naval zones and this is denoted by the land location having an anchor symbol.
3.3 At the top of the label is the unit’s name. In the center are unit type icons. In the lower left corner is the unit’s morale number shown in a circle. This is used when units take hits in battles to determine if they stay in battle or withdraw from the battle. In the lower right corner is the number of dice the unit rolls in battle shown in a square.
2.6 British units may retreat from port location battles to a ship holding box in a naval zone. 2.7 The British control the eastern and western Gulf naval zones for the entire game.
Unit Name
Strength Points (SP)
4th foot a
1 4 Blue Outlined Label
2
Morale Number
3
4
2.8 American units cannot move by amphibious movement in those naval zones.
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Dice Rolled in Battle
Red Outlined Label
3.4 Strength points (SP) are the numbers located around the center of the label. The unit’s current SP is the number currently upright in the top center of the label. The unit is rotated as hits in battle are applied to the unit. Once a unit is reduced to 1 SP the next hit applied to it eliminates the unit from the game and it is removed from play. 3.5 The unit types and their icons are shown below. Any special rules for the units are also given. 2.9 There are fortified locations in the game that provide defensive benefits.
3.5.1 AMERICAN LEADERS: American leaders can move up to 3 locations per turn. Leaders must jean lafitte gen. coffee gen. jackson always end a move in a location with a friendly infantry unit. 4 Some leaders have game specific abilities when with units. Leaders have no combat value and do not fire. They are not counted towards fort defense, cannot block movement, or retreat. If by themselves and opposing units move into the location, move the leader to the nearest friendly unit. 3.5.2 AMERICAN REGULAR INFANTRY: Movement rate is 2 location per turn. 7 infantry th
1
2
5
» Fort Bowyer adds 5 battle dice for the American garrison unit. » Fort Petites Coquilles adds 6 battle dice for the American garrison unit. » Fort St. John adds 6 battle dice for the American garrison unit. » Fort St. Leon adds 8 battle dice for the American garrison unit. » Fort St. Philip adds 8 battle dice for the American garrison unit. » Old Fort Bourbon adds 5 battle dice for the American garrison unit.
3
4
2.10 These locations are:
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3.5.3 AMERICAN MILITIA INFANTRY: Movement rate is up to 2 locations per turn. coffee a | tn
1
3
4
2
4
3
2
3.5.4 AMERICAN ARTILLERY: Movement rate is 1 location per turn. It cost 2CAP for each to move one location along battery 1 trails 3 5
2.12 Fortified locations only benefit American units. Once a British unit (not decoy or leader) occupies a fortified locations at the end of his turn, the fortified location is considered destroyed and it’s garrison can not return. Also it cannot offer its defensive benefit of +1 morale to any American militia units for the rest of the game.
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2.11 Fortified locations add +1 to morale for American militia defending in those locations.
5
2
3.5.5 AMERICAN NEW ORLEANS MILITIA: Movement rate is up to 2 location per turn. They may never move to a plauche | la 3 location that is more than 3 locations from New Orleans. If forced to retreat beyond the three location 2 1 radius, they are eliminated.
1
2
SUMMARY OF UNITS gen. coffee
gen. jackson
AMERICAN UNITS
MOVEMENT RATE
SP RATE
MORALE
BATTLE DICE
Leaders
3
NA
NA
0 (Jackson 4)
Regulars
2
4
5
4
Militia
2
3–4
2–4
1–3
Artillery
1
2–4
4–5
4–6
Garrison
0
4
5
Based on Fort
Louisiana
1
2
4
6
BRITISH UNITS
MOVEMENT RATE
SP RATE
MORALE
BATTLE DICE
Leaders
1
NA
NA
0 (Cochrane 4)
Regulars
1
4
3–5
2–4
Artillery
1
2–4
4
4–6
Native Americans
1
3–4
3
2
jean lafitte
4 7th infantry
1
3
4
2
5
4
coffee a | tn
1
3
4
2
4
3
battery 1
2
3
1
5
5
garrison
1
3
4
2
5
*
louisiana
2
1
4
6
gen. pakenham
adm. cochrane
4 4th foot a
1
2
4
3
4
3
battery 1
1
2
4
3
4
6
creeks
1
2
3
3
4
2
3.5.6 AMERICAN SHIP, THE LOUISIANA: This unit is placed in and can only move in the Mississippi river zones. This louisiana 2 unit moves up to 1 zone per turn along the Mississippi river zones, at the cost of 1 CAP. It may participate in 6 4 land battles that occur adjacent to the ship occupied river zone. It is placed on the battle board during battle in a battle line position and is treated as an artillery unit.
3.5.8 AMERICAN DECOYS: American decoys movement rate is up to 2 locations per turn.
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3.5.9 BRITISH LEADERS: British leaders move 1 location per adm. cochrane gen. pakenham turn. Leaders must always end a move in a location with a friendly infantry unit. Some leaders have game specific abilities when 4 with units. Leaders have no combat value and do not fire. They are not counted towards fort defense, cannot block movement, or retreat. If by themselves and opposing units move into the location, move the leader to the nearest friendly unit.
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3.5.10 BRITISH REGULAR INFANTRY: Movement rate is 1 location per turn.
For example, Adm. Cockrane and 3 British infantry move to Ft. Bowyer which is occupied by an American militia unit. The garrison unit is placed in the location with the American militia unit and a battle occurs. The units are placed on the battle board and a battle is fought until the garrison is eliminated or fails a morale check at which point it is eliminated. Note: It is not removed from the game but is placed again in any American controlled Fortified location that is attacked by a British unit.
1 4
3
3
3.5.11 BRITISH ARTILLERY: Movement rate is 1 location per turn. It cost 2CAP for each to move one location along battery 1 trails. 4
2
1
3
3.5.7 AMERICAN GARRISON: A special unit that appears when British units attack an American controlled (occupied garrison or unoccupied) fortified location. It rolls a number of 4 battle dice equal to the fortified location’s battle 5 * number. It does this until eliminated or forced to retreat (it is not retreated but is considered eliminated instead and removed from the board). It is not permanently removed, but pulled from the board and will be placed if the British player enters another American controlled Fortified location. This can happen any number of times.
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3.5.12 BRITISH DECOYS: British decoys movement rate is 1 location per turn.
5.1.3 FIRST PLAYER INITIATES BATTLE: Any units that end the move in the same location that enemy units occupy must conduct a battle. 5.1.4 SECOND PLAYER MOVEMENT: Using the CAP available, he activates and moves eligible units. 5.1.5 SECOND PLAYER INITIATES BATTLE: Any units that end the move in the same location that enemy units occupy must conduct a battle.
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1
3.5.13 BRITISH NATIVE AMERICAN ALLIES: Movement rate is up to 1 location. These units enter the game at Mobile creeks when it is occupied by British Forces. If Mobile is 4 reoccupied by the Americans, these units are removed 3 2 permanently from the game. Native Americans cannot capture a Victory Point location alone.
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5.1.6 END TURN: If it is the last turn of the game, the game is over. Otherwise, move the turn marker one ahead on the turn track and repeat the sequence of play.
3.6 MARKERS: There are Turn and CAP markers for each player. The Turn and CAP markers are placed on the game board.
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6.1 During CAP ROLL of the turn sequence each player rolls 1 die and compares to his current Army Commander CAP Rating. The result is added to his base CAP which provides his total CAP for the turn.
COMMAND ACTION POINTS (CAP)
4.1 COMMAND ACTION POINTS (CAP): CAP reflects an army commander’s ability to motivate his army and move it effectively to battle. Each point of CAP activates ONE unit for movement.
6.2 The player with the highest total CAP is the first player for the turn, ties go to the British.
4.2 Players receive a base CAP each turn. Each army has an Army Commander CAP Rating that determines how much extra CAP an army receives each turn. This extra CAP is added to the base CAP to give a player his total CAP for the turn.
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MOVEMENT
7.1 All movement is regulated by the Command Action Points (CAP) allocated to each player per turn. CAP is used to activate a unit once for movement per game turn by the active player. A player may not spend more CAP than he receives in a turn, nor does he have to spend all CAP. CAP may not be saved from game turn to game turn. Movement rate and movement points (MP) are synonymous.
4.3 BASE COMMAND ACTION POINTS: » The British receive 5 base Command Action Points (CAP) on turns 1–3, 6 on turns 4–8, and 7 from turn 9–22. » The Americans receive 6 base Command Action Points (CAP) per turn for the entire game. 4.4 ARMY COMMANDER CAP RATING: In addition to the base CAP, each player may receive additional CAP by rolling one dice and comparing to his current Army Commander CAP Rating.
For example, 6 CAP allows a player to move 6 units up to their movement rate. If it was the American player with 3 artillery (MP=1) and 3 militia (MP=2), all 6 units could move where the 3 artillery move 1 location along the road and the 3 militia could move 2 locations. If it had been a trail, the artillery would have cost 2CAP each to move.
4.4.1 GENERAL PAKENHAM: Is the British army commander for the entire game. The British extra CAP roll is always based on his rating. General Pakenham has with an extra CAP rating as follows; Die roll of 1-3 = 1 extra CAP for the turn and a die roll of 4-6 = 2 extra CAP for the turn.
7.2 If a unit moves to a location where an opposing unit is, the moving unit must stop, unless the opposing unit is a decoy. In that case remove the decoy and continue moving if the unit has movement points remaining.
4.4.2 GENERAL JACKSON: Is the American army commander for the entire of the game. As Army Commander, his extra CAP rating is as follows; Die roll of 1-2 = 1 extra CAP for the turn, a die roll of 3-4 = 2 extra CAP, and a die roll of 5-6 = 3 extra CAP for the turn.
7.3 UNIT ACTIVATION FOR MOVEMENT: The player whose turn it is activates units one at a time. Each activated unit (including decoys and leaders) cost 1 CAP. This unit is the active unit. No unit may be activated more than once during his player turn.
It is turn 4 of the game and the British player receives 6 base cap. During the CAP roll portion of the turn he rolls one die and the result is a 4 giving him 2 extra CAP for General Pakenham. His total CAP for the turn is 8 (6 base + 2 for Pakenham).
7.4 UNIT MOVEMENT: Each unit has a movement point allowance based on unit type. Each movement point allows the active unit to move one adjacent location. An active unit is able to move from location to adjacent location along the roads and trails. Locations may not be skipped while moving. Movement points not used are lost; they may not be transferred to other units. Units may not exceed their movement allowance. Any number of units may occupy a location. An active unit that enters an enemy occupied location stops its move.
(NOTE: Army Commander CAP rating has no tie to a physical leader block, its location, or its special ability).
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CAP ROLL
SEQUENCE OF PLAY
5.1 The player whose turn it is currently is the active player, his opponent is the inactive player. The sequence is to be played in the exact order listed below:
For example, a militia infantry unit that has 2 MP can move up to 2 locations.
5.1.1 CAP ROLL: Each player rolls 1 die to check for extra CAP based on the Army Commander CAP rating. The player with the highest total CAP is the first player for the turn, ties go to the British.
7.5 BRITISH AMPHIBIOUS MOVEMENT: British units are the only units that can be “on” the Eastern and Western Gulf (unlimited units), Lake Borgne (5 unit limit), and Lake Pontchartrain (5 unit limit, if British control Ft. Petites Coquilles). Amphibious movement is allowed by British units from a ship holding box in a naval zone to a ship holding box in an adjacent naval zone. It is also movement from a ship holding box in a naval zone to a port in that naval zone. Amphibious movement is also from a port in a naval zone to
5.1.2 FIRST PLAYER MOVEMENT: Using the CAP available, he activates and moves eligible units.
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Failed Morale
7.5.2 Units “on� naval zones can move to any port location (anchor in a circle) in that naval zone and vice versa. Each British unit using naval movement to move to or from a port location in the naval zone costs one CAP for each unit and such moves end the move for that unit for that turn.
Fort
7.5.1 Ship holding boxes are used in each naval zone to show when British units are located there. Units can move from naval zone to adjacent naval zone. It costs 1 CAP for each unit making the move between naval zones and such moves end the move for that unit for that turn.
Reserve
the ship holding box in that naval zone. It cost 1 CAP per unit for amphibious movement. No further movement is allowed for that unit this turn. Americans can not perform amphibious movement
Defender Line Position
For example, 5 British regular, 1 artillery, and one leader are located in the Eastern Gulf holding box. They could land at Fort Bowyer for 6 CAP (the leader does not cost CAP if moving with activated units). They could not land at any other ports as there are no other located in the Eastern Gulf. Alternatively, they could all move to the Western Gulf for 6 CAP, or 5 units could move to Lake Borgne for 5 CAP while 1 unit landed at Fort Bowyer for 1 CAP.
Attacker Line Position
Note, if the British controlled Fort Bowyer there would be no battle, but if they did not, the American garrison would have to be defeated. 7.6 DECOY AND LEADER MOVEMENT: These unit types use CAP for movement like other units. They by themselves may not enter a location that is only occupied by enemy units. However they may enter a location that is being moved into by friendly infantry units, even if enemy units are present.
Amphibious
7.7 LEADER FREE MOVEMENT: When friendly units activate in a location where leaders are present those leaders may move without spending CAP. Leader units can move to locations other than the activated unit. (Note: In Leader Free Movement, they are using the same CAP as the unit being activated. However, they may only move once per turn).
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-1 Die First Round
Reserve
Failed Morale
8.4.4 On the defender side of the battle board is the Defender Line Position and the Fortified Location Line Position, shown by a fort. The Fortified Location Line Position is used to place the garrison unit. Firing units are placed in these line positions.
BATTLES
8.4.5 A Reserve and Failed Morale Position are at the back of the battle board for the attacker and defender and are not part of the Line Positions. Units in these positions do not fire nor do they take hits.
8.1 Battle occurs when opposing units end a move in the same location. The active player is the attacker. If more than one location is having a battle, the attacker determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started.
8.4.6 First, the defender places each of his defending infantry units in the line positions on the defender half of the battle board. All leader and decoy units are placed in the reserve. Also, any infantry units not participating in the current battle round are placed in reserve.
8.2 After deploying units on the battle board, a series of battle rounds continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat.
8.4.7 The attacker then places each of his infantry units in the line position on the attacker half of the battle board. Any attacking infantry that cross a river or lands at a defended port to enter the defending location are placed in those respective line positions on the attacker side of the battle board. It is possible for some units to be in the Amphibious/River Line Positions while those that did not cross a river or port landing to be in the nonterrain affected Line position.
8.3 Certain terrain affects the battle for the attacker or defender. Leaders may also affect battles.
8.4
River
-1 Die First Round
DEPLOY UNITS ON BATTLE BOARD
8.4.1 Units are moved from the battle location on the game board to the battle board. Units are deployed so the opposing player cannot see the SP.
8.4.8 All units placed in the reserve do not have to be revealed and do not fire. Decoys cannot attack or defend and must be removed from the game once revealed. They may stay unrevealed in battle if in reserve.
8.4.2 The Battle Board is divided into two halves, the attacker half and the defender half. 8.4.3 On the attacker side is the Attacker Line Position where firing units are placed. For firing units that crossed a river or landed at a defended port for the attack, there are separate line positions where they are placed for the first battle round.
8.4.9 Once both players have placed their units on the battle board, each player reveals their units in the line positions.
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8.5 BATTLE ROUNDS
8.10 LEADER SPECIAL ABILITIES IN BATTLE
8.5.1 Each battle is conducted in a series of battle rounds that continue until the units of one side are eliminated or retreat.
8.10.1 GEN. PAKENHAM’S SPECIAL ABILITY: During battle if the Gen. Pakenham leader unit is present and in reserve, the British player can re-roll one failed morale check die for one unit in each battle round.
8.6 BATTLE ROUND SEQUENCE:
8.10.2 ADM. COCKRANE’S SPECIAL ABILITY: He rolls 4 battle dice each battle round if he is present in battles at port and fortified locations that British units are attacking or are defending. Cockrane must have a British unit with him to use his 4 battle dice. This represents assistance from the British navy. Cockrane does not reduce dice for rivers or Amphibious attacks against forts and ports.
»» Defender Battle Fire / apply hits to attacker units »» Attacker Battle Fire / apply hits to defender units »» Attacker checks morale for any units hit »» Defender checks morale for any units hit »» Attacker decides voluntary retreat »» Defender decides voluntary retreat »» Defender reinforces »» Attacker reinforces
8.10.3 GEN. COFFEE’S SPECIAL ABILITY: During battle if the Gen. Coffee leader unit is present and in reserve, the American player can re-roll one failed morale check die for one Coffee Tenn. militia in each battle round.
8.6.1 In each battle round the defending player fires each of his units in the line positions. Any hits on the attacking player units are applied immediately. Then the attacking player fires each of his units in the line positions and any hits on the defending player units are applied immediately.
8.10.4 GEN. JACKSON’S SPECIAL ABILITY: He rolls 4 battle dice each battle round if he is present in battles. Jackson must have an American unit with him to use his 4 battle dice.
8.6.2 After both players have fired and both players have applied hits, a morale check is made for units hit that battle round to see which units stay in the battle lines and which units go to the failed morale position. The attacker checks his morale first for hit units, then the defender conducts his morale check.
8.10.5 JEAN LAFFITTE’S SPECIAL ABILITY: He adds +1 to the morale roll when present to the New Orleans’ milita units and to the Baratarians artillery unit.
9 BATTLE RETREAT
8.6.3 If either players line positions is vacant due to elimination of units OR failed morale checks a forced retreat occurs immediately. If a forced retreat has not occurred then at the end of the battle round players can decide if they want to voluntarily retreat instead of continuing more battle rounds. Attacker decides first, then the defender.
9.1 After each round of battle is completed players may voluntarily retreat from battle. The attacker makes this decision first, followed by the defender. All retreat rules apply. If neither player decides to voluntary retreat then they begin another battle round. 9.2 VOLUNTARY RETREAT: If a player decides to retreat, all of their units retreat from the battle location. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which each firing unit in a line position of the non-retreating player each roll one die per unit. A hit occurs for any 6’s rolled. All hits are applied immediately to the retreating units. The retreating player decides which units to apply any hits. The retreating units do not return battle fire and must follow retreat rules. Units retreat one location on a voluntary retreat.
8.7 BATTLE FIRE: Only units in the line positions conduct battle fire. Units in reserve or failed morale DO NOT FIRE. Units conduct battle fire by rolling a number of dice equal to the number shown on the lower right corner of the label in the square, modified by terrain. Players score a hit against his opponent’s units for each “6” rolled on a die. Losses are applied immediately. For example, A 4 SP unit is rolling 3 dice. If attacking a location across a river, the unit would roll 2 dice in the first battle round, and 3 dice in following rounds. Hits are then allocated based on the 6’s rolled.
9.3 FORCED RETREAT: Anytime during a battle round if a player’s line positions are vacant due to hits or failed morale checks a forced retreat occurs. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which each firing unit in a line position of the non-retreating player each roll a normal battle fire. All hits are applied immediately to the retreating units. The retreating player does not get to fire. Units retreat one location away due to a forced retreat. If all retreat locations are blocked, then all retreating units are eliminated.
8.8 APPLYING HITS PER BATTLE ROUND: Allocation of losses are decided by the owning player receiving the losses. He must apply one hit to each unit in the line positions before a second hit can be applied to the units in these positions. Units in the reserve or failed morale positions do not take losses unless all units in the line positions are eliminated. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Any units reduced below 1 SP are eliminated and removed from the battle board and the game. 8.9 MORALE CHECK: After all hits are applied, morale checks are made on units receiving hits. First, the attacking units that took hits check morale, followed by the defending units. A morale check is done by rolling one die for each hit a unit takes and comparing each individual die number to the unit’s morale rating. If a roll is higher than the unit morale rating the unit withdraws to the failed morale position and may not return to the line or reserve position for that battle. If the attacking player’s line positions are left vacant due to a morale check failure, the defending player does not have to check his morale.
9.4 RETREAT RULES 9.4.1 If the defender is retreating, he must retreat all units to a connected location from the battle location that has no opponent’s units located there and his opponent did not move from to attack the battle location. All defending units must retreat to the same location. If none are available he may retreat to another adjacent battle location, but be placed in the failed morale position. 9.4.2 If the attacker retreats he must retreat each unit to the specific location from which it entered the battle location. If these conditions cannot be met then all units can not retreat and must
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continue to battle unless in a forced retreat situation, in which case they are all eliminated.
11 VICTORY CONDITIONS 11.1 Victory is determined by having the most victory points at the end of game turn 22.
For example: 3 American units move from Solet and 3 American units move from New Orleans to attack British units in St. Mary. If the Americans retreat then the units that attacked from Solet would retreat to Solet and those that came from New Orleans would retreat to New Orleans.
11.2 At the beginning of the game, the American player controls all victory point locations. 11.3 VICTORY POINTS ARE EARNED AS FOLLOWS:
9.4.3 When units attack from different locations separate the groups of attacking units on the battle board into the groups based on locations from which they entered the battle. This will help should they have to retreat.
»» New Orleans is worth 3 VP for the Americans and 4 VP for the British. »» Baton Rouge is worth 2 VP for the Americans and 3 VP for the British. »» Mobile is worth 2 VP for the Americans and 2 VP for the British. »» If the British fall below 30 total SP (Native American units do not count) they lose 1 VP and if below 20 SP they lose 2 VP.
9.4.4 Units retreat one location. 9.4.5 A player that retreats either by forced retreat or voluntary cannot reinforce other battles with those units during this player’s turn. A unit may retreat into a location where another battle is occurring but are placed in the failed morale position.
11.4 Control of victory locations by players does not have to be simultaneous or continuous. It only has to be that the player’s units ended a turn in the victory locations. Once that happens to a victory location it is considered “controlled” for victory purposes. Victory locations can change ownership throughout the course of the game, the last player to control a victory location at the end of the game receives the victory points.
9.4.6 If all infantry units in a leader unit’s location are eliminated, the leader is placed with the nearest friendly unit. 9.4.7 British units may retreat from port location battles to a ship holding box in a naval zone. 9.4.8 Decoys DO block retreat routes for defenders IF other routes are open for retreat. Otherwise they do not block retreats, and the decoy is removed from the game.
12 OPTIONAL RULES 12.1 TARGETING ARTILLERY/SHIP: Artillery and the American ship can target each other in battle as a group. Each player may choose to roll it’s artillery/ship battle dice against the opposing artillery/ship. When this occurs all hits are distributed among the target artillery/ship group, owning player chooses how to distribute the group hits following normal hit distribution rules. Players are not required to return fire to the attacking artillery/ship group and can fire in a normal manner.
9.4.9 RETREAT RULES REMINDERS: Attacking units must retreat to the location they moved or reinforced the battle from. Defenders must all retreat to the same open location the attacker did not come from. The defender open retreat routes must FIRST be to open locations the defender reinforced the battle from.
10 BATTLE REINFORCEMENT 10.1 After each battle round, and after each player makes a retreat decision for the round, players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player’s turn.
12.2 JACKSON RAPID MOVEMENT: Jackson can move 4 infantry units 1 extra space if moving with him.
10.2 ARMY COMMANDER REINFORCEMENT RATING: Each current army commander has a reinforcement rating which is shown below and on the Player Aid Card that affects how well units in his army can reinforce battles from adjacent locations. He does not need to be present to use this rating, only in command.
12.4 BRITISH RAPID MOVEMENT: The 85th Foot British light infantry unit and Native American units can move 2 spaces per turn for 1 CAP for each unit moving.
12.3 JACKSON MORALE BENEFIT: Jackson allows one unit a morale re-roll.
12.5 RIVER CURRENTS: The Louisiana costs 1 CAP to move down river (direction from zone 1 down to zone 4). It costs 2 CAP to move upriver (direction from zone 4 up towards zone 1).
10.2.1 The player rolls 1 die for each unit attempting to reinforce. If the die roll is equal to or less than the current Army Commander reinforcement rating then the unit enters the battle location. If the roll is more than the Army Commander reinforcement rating the unit may not reinforce the battle this battle round. He may attempt again during the reinforcement phase of the next battle round. When reinforcements enter the battle, they are set up in the appropriate line position and may fire in the next battle round. If a side retreats, the non-retreating player may reinforce without a reinforcement roll.
13 GAME SET UP AND REINFORCEMENTS: 13.1 All units start at maximum SP. Also, reinforcements come in at maximum SP at the listed location(s) for no CAP cost. They may be activated to move on the turn they enter. »» Reinforcements that have a choice of arrival locations can choose which one and may split up reinforcement units between arrival locations.
»» General Pakenham has an army commander reinforcement rating of 4. This is the British reinforcement rating for the entire game.
13.2 All British turn one units set up in the Eastern Gulf Ship Holding Box. 13.3 Place the Turn marker on turn 1 on the game board. Place the British and American CAP markers on the game board in the starting CAP locations.
»» General Jackson has an army commander reinforcement rating of 4 while in command as the American army commander.
13.4 The player aid card shows the unit starting locations and reinforcement locations.
10.3 The British cannot reinforce land battles from units in ship holding boxes. 10.4 Units reinforcing along trails add +1 to their reinforcement die rolls. Artillery units may not reinforce along trails.
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CREDITS: Mike Wylie Grant Wylie
ARTISTIC DESIGN AND LAYOUT: Sean Cooke
WORTHINGTON PUBLISHING, LLC P. O. Box 62725 Va. Beach, VA 23466-2725 Copyright 2018, Worthington Publishing, LLC Our website is www.worthingtonpublishing.com and has information on this game as well as our other products.
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