W ar of 1812
war along the chesapeake rules
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to the ship holding box in the upper Chesapeake and vice versa. British land units can move from the ship holding boxes to ports adjacent to that naval zone and vice versa. It costs 1 CAP for each unit making amphibious movement.
INTRODUCTION
It is the summer of 1814 and the British Navy controls the Chesapeake Bay. With that navy is a small professional army, fresh from the battlefields of Europe and Napoleonic warfare, ready to land on the shores along the bay and bring this war to an end. Their targets are Norfolk, Washington and Baltimore, the heart of American ship building and maritime industry. Standing in their way is a large disorganized militia and a handful of marines. The historical campaign resulted in Washington being burned. But now the decisions are yours‌
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2.4 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 on land. Land units can move to adjacent land locations connected by the road lines. Some adjacent locations have a road 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 with anchor symbol.
GAME BOARD
2.5 British units may retreat from port location battles to a ship holding box in a naval zone.
2.1 The game board shows the Chesapeake Bay and its western shore locations in 1814. Movement is regulated by location to location movement over land roads or between two naval zones on the Chesapeake Bay.
2.6 The British control both naval zones for the entire game. 2.7 American units cannot move by amphibious movement or naval transfer in the naval zones.
2.2 Named locations, fortifications, lakes, bays, rivers, ports, and roads 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. 2.3 There are 2 naval zones in War Along the Chesapeake, the Lower Chesapeake and Upper Chesapeake. Located in each naval zone is a ship holding box that represent British ships. British land units can move from the ship holding box in the lower Chesapeake
TERRAIN EFFECT CHART LOCATIONS
Locations are named points. Locations are considered adjacent if a road connects them to each other.
ROADS
Roads connect locations. They are used to move units between locations.
RIVERS
Each unit moving on a road that crosses a river to attack a defended location roll one less die for the first round. *For terrain affect purposes ONLY the road 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. British Cockburn unit and British naval infantry may naval transfer between friendly ports in the same naval zone. Units attacking port locations by amphibious movement roll 1 less die for the first round.
Noted by a red outlined fort. Fortified locations allow the listed number of units to roll two FORTIFIED extra dice per unit when defending in that location. Add +1 to American morale rolls, except LOCATIONS for the American Marine unit. BRIDGES
NAVAL ZONES
May be burnt by any unit in an adjacent location for 1AP. When burnt, the road may not be used by any unit to cross that river. Place a burnt bridge marker to note. Only British units may be in the two Chesapeake 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.
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