War Along the Gulf Coast Rules

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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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War Along the Gulf Coast Rules by worthingtonpublishing - Issuu