War the Along the Chesapeake Game Rules

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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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2.8 There are seven fortified locations in the game that provide defensive benefits for a limited number of units.

3.5 The unit types and their icons are shown below. Any special rules for the units are also given. 3.5.1 AMERICAN LEADERS: American leaders can move up to 2 locations per turn. Leaders must always end a move in a location with a friendly infantry unit. 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.

2.9 These locations are: » » » » » » »

Craney Island allows up to 3 units to roll 2 extra dice in battle. Fort Norfolk allows up to 4 units to roll 2 extra dice in battle. Fort Nelson allows up to 3 units to roll 2 extra dice in battle. Fort Washington allows up to 2 units to roll 2 extra dice in battle. Fort Madison allows up to 3 units to roll 2 extra dice in battle. Fort McHenry allows up to 4 units to roll 2 extra dice in battle. Hampstead Hill allows up to 5 units to roll 2 extra dice in battle.

3.5.2 AMERICAN REGULAR INFANTRY: Movement rate is 1 location per turn.

3.5.3 AMERICAN MILITIA INFANTRY: Movement rate is up to 2 locations per turn.

2.10 Leaders and decoys cannot use fortified location defensive benefits. The American marine unit does not receive +1 morale rolls in fortified locations. 2.11 Forts only benefit American units. Once a British unit (not decoy or leader) occupies a fort location at the end of his turn, the fort is considered destroyed and cannot offer its defensive benefits to any American units for the rest of the game. When this occurs, place a fort destroyed marker on the fort location.

3.5.4 AMERICAN MARINE INFANTRY: This unit represents Commodore Barney and his marines during the campaign. This unit moves up to 2 locations per turn and does not receive the +1 fortifications morale bonus.

3 GAME UNITS

3.5.5 AMERICAN DECOYS: American decoys movement rate is up to 2 locations per turn.

3.1 American units are blue blocks with blue outlined labels applied. British units are red blocks with red outlined labels applied. Status marker labels such as burned cities, etc. should be placed on the block color that matches the outline of their label.

3.5.6 BRITISH LEADERS: British leaders move 1 location per turn. Leaders must always end a move in a location with a friendly infantry unit. Some leaders have game specific abilities when with units. Leaders have no combat value (Exception Cockburn) 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.

3.2 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. 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. Unit Name

Strength Points (SP)

Naval Transfer Capability

Dice Rolled in Battle

Morale Number Blue Outlined Label

3.5.7 ADM. COCKBURN UNIT: He is a leader but is never the British army commander. When attacking or defending in ports and fortified locations with British infantry or naval infantry units, he rolls 4 dice each round of battle. He can fire on retreating units. He also provides the special benefit of allowing one failed morale re-roll for one naval infantry unit each battle round. 3.5.8 BRITISH REGULAR INFANTRY: Movement rate is 1 location per turn.

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.

3.5.9 BRITISH NAVAL INFANTRY: Movement rate is 1 location per turn.

3.5.10 BRITISH DECOYS: British decoys movement rate is 1 location per turn.

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SUMMARY OF UNITS AMERICAN UNITS

MOVEMENT RATE

SP RATE

MORALE

BATTLE DICE

Leaders

2

NA

NA

0

Regulars

1

3 or 4

4

2 or 3

Militia

2

3 or 4

3

1 or 2

Marines

2

4

5

4

Decoy

2

NA

NA

NA

MOVEMENT RATE

SP RATE

MORALE

BATTLE DICE

Leaders

1

NA

NA

0 (Cockburn 4)

Regulars

1

4

4 or 5

3 or 4

Naval Infantry

1

4

4

2

Decoy

1

NA

NA

NA

BRITISH UNITS

3.6  MARKERS: There are Turn, CAP (for each player), and markers to track victory conditions. The Turn and CAP markers are placed on the game board.

4.3  BASE COMMAND ACTION POINTS: »» The British receive 5 base Command Action Points (CAP) per turn. »» The Americans receive 6 base Command Action Points (CAP) per turn.

3.6.1  BRIDGE BURN MARKER: Any British or American infantry unit in a location adjacent to a bridge can burn the bridge for 1 CAP. Once burned, place the bridge burn marker on it and movement is no longer allowed across it.

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. 4.4.1  GENERAL ROSS: Is the British army commander for the entire game so the British extra CAP roll is always based on his rating. General Ross 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.

3.6.2  FORT DESTROYED MARKER: Any time the British occupy a fortification location the fortifications are considered destroyed and no longer provide defensive benefits to American units nor British units. Place a Fort Destroyed Marker on the location.

4.4.2  GENERAL WINDER: Starts the game as the American army commander. While in command he has an extra CAP rating as follows; Die roll of 1-3 = zero extra CAP for the turn and a die roll of 4-6 = 1 extra CAP for the turn.

3.6.3  CITY BURN MARKER: Any time the British occupy Washington, Baltimore or Norfolk at the end of an American turn, the British earn it as a victory condition. The city is considered burned. Place a City Burn Marker to show this status.

»» Winder is replaced as the American army commander if the British occupy one victory city. 4.4.3  GENERAL TAYLOR: Becomes the American Army commander for the rest of the game if Baltimore falls to the British first. As an Army Commander, his extra CAP rating is 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.

4  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. 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.

4.4.4  GENERAL SMITH: Becomes the American army commander for the rest of the game if Washington or Norfolk falls to the British first. As Army Commander, his extra CAP rating is as follows; Die roll of 1-2 = 1 extra CAP for the turn and a die roll of 3-6 = 2 extra CAP for the turn.

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For example; during the CAP roll of a turn for the British, Army Commander Ross’ Army CAP Rating provides 1 extra CAP on a roll of 1-3 and provides 2 extra CAP on a roll of 4-6.

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).

For example, a militia infantry unit that has 2 MP can move up to 2 locations.

5  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:

7.5  BRITISH AMPHIBIOUS MOVEMENT: British units are the only units that can be “on” the lower or upper Chesapeake. 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 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 preform amphibious movement.

5.1.1  CAP ROLL: Each player rolls 1 die to check for extra CAP. The player with the highest total CAP is the first player for the turn, ties go to the British. 5.1.2  FIRST PLAYER MOVEMENT: Using the CAP available, he activates and moves eligible units. 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.

7.5.1  Ship holding boxes are used in each naval zone to show when British units are located there. Units can move from the Lower Chesapeake naval zone to the Upper Chesapeake naval zone and vice versa. 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.

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.

7.5.2  Units “on” the Lower Chesapeake can move to any port location (anchor in a circle) in the Lower Chesapeake and vice versa. Units on the Upper Chesapeake can move to any port location in the Upper Chesapeake 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.

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.

6  CAP ROLL 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.

For example, 5 British regular, 1 naval infantry and two leaders located in the ship holding box on the Lower Chesapeake could “land” at any or all landing port locations (Cape Henry, Hampton, Craney Island, etc.) in the Lower Chesapeake for 6 AP. They could not land at port locations in the Upper Chesapeake (North Point, Benedict, etc.)

6.2  The player with the highest total CAP is the first player for the turn, ties go to the British.

7.6  BRITISH NAVAL TRANSFER MOVEMENT: Movement from a friendly port to a friendly port within the same naval zone. Cost is 1 CAP per unit moving. No further movement is allowed for that unit this turn. Friendly ports for British units are ports occupied by British units.

7  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.

7.6.1  British naval infantry units (white label center and anchor symbol) and the Adm. Cockburn leader unit may move from one friendly port location to another friendly port in the same naval zone (lower or upper Chesapeake) for 1 AP for each unit.

For example, 6 CAP allows a player to move 6 units up to their movement rate. If it was the American player with 3 regulars (MP=1) and 3 militia (MP=2), all 6 units could move where the 3 regulars move 1 location and the 3 militia could move 2 locations.

For example, 3 British naval infantry units located at Benedict could do a naval transfer move to North Point for 3 AP if the British controlled (have a unit in) North Point at the start of his turn. 7.7  British units may only make one move (land, naval or naval transfer) per turn. British decoys cannot do naval transfer move.

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.

7.8  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.

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. 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. Locations may not

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7.9  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.)


7.10 BURNING BRIDGES: British and Americans can burn the bridges into/out of Washington for 1 AP for each bridge. They must have a unit adjacent to the bridge at the time it is burned.

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 a limited number of units (each fortified location lists the number) that add 2 dice to their dice number when firing. Firing units are placed in these line positions.

For example, the American moves a unit from Long Old Fields to Stoddert’s Bridge for 1 AP and then spends 1 AP to burn the bridge between Stoddert’s Bridge and Washington.

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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.

BATTLES

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.

Reserve

Failed Morale

Fort

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. 8.4.9 Once both players have placed their units on the battle board, each player reveals their units in the line positions. Defender Line Position

8.5 BATTLE ROUNDS 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.

8.6

Attacker Line Position

Amphibious

-1 Die First Round

Reserve

8.4

» » » » » » » »

River

BATTLE ROUND SEQUENCE: 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

-1 Die First 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.

Failed Morale

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.

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. 8.4.2 The Battle Board is divided into two halves, the attacker half and the defender half.

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.

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.

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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.

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.

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. 8.8  APPLYING HITS: 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.

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.

8.9  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.

8.10  LEADER SPECIAL ABILITIES IN BATTLE

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 continue to battle unless in a forced retreat situation, in which case they are all eliminated.

8.10.1  GEN. ROSS’S SPECIAL ABILITY: During battle if the Gen. Ross 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.

For example: if 3 American units move from Annapolis and 3 American units move from Ft. McHenry to attack British units in Worthington if the Americans retreat then the units that attacked from Annapolis would retreat to Annapolis and those that came from Ft. McHenry would retreat to Ft. McHenry.

8.10.2  ADM. COCKBURN’S SPECIAL ABILITY: During battle if the Adm. Cockburn leader unit is present, the British player can re-roll one failed morale check die for one Naval infantry unit in each battle round. »» Adm. Cockburn 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. Cockburn must have a British infantry or Naval infantry unit with him to use his 4 battle dice. This represents assistance from the British navy. Cockburn does not reduce dice for rivers or Amphibious attacks against forts and ports. 8.10.3  GEN. WINDER’S SPECIAL ABILITY: NONE.

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. 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.

8.10.4  GEN. TAYLOR’S SPECIAL ABILITY: During battle if the Gen. Taylor leader unit is present and in reserve, the American player can re-roll one failed morale check die for one unit in each battle round.

9.4.6  If all infantry units in a leader unit’s location are eliminated, the leader is placed with the nearest friendly unit.

8.10.5  GEN. SMITH’S SPECIAL ABILITY: During battle if the Gen. Smith leader unit is present and in reserve, the American player can re-roll one failed morale check die for one unit in each battle round.

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. For example, a decoy only movement from Rockville moving to enter (move or reinforce) a battle in Brookeville would not block defender retreats to Rockville IF no other retreat routes are open, but would if retreats routes were available to Ellicott.

9  BATTLE RETREAT 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.

9.4.9  RETREAT RULES REMINDERS: Attacking units must retreat to the location they moved or reinforced the battle from.

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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.

purposes and place a burn city marker on it.

10.1  After each battle round players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player’s turn.

11.3  Occupying victory cities during the course of the game is not enough for a British victory. They still must end the game with 20 SP or more. They can be off shore on ships for numerous turns as long as they still have 20 SP left at the end of the game. Victory level is not determined until the end of game. It is not enough for the British to occupy victory cities. They must end the game with 20 or more SP as that affects victory level achieved for each player.

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.

11.4  In essence British victory is about destroying major American cities on the Chesapeake and getting away with it. This why there is a requirement to have at least 20 SP at the end of the game which is usually accomplished by getting army units back to the safety of British ships on the Chesapeake.

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.

11.5  Obviously if the British occupy two victory cities during the course of the game and manage to get 20 SP back to and on British ships in the Chesapeake Bay they win and the game “technically” is over at that point as the Americans have no chance of attacking British army units on a British ship.

10  BATTLE REINFORCEMENT

12  OPTIONAL RULES: 12.1  AMERICAN SNIPERS: American militia targeted British leaders (Ross and Warren were killed by them) and the sniping affected British leadership. To reflect this any battle that completes two rounds of battle allows a sniper attempt by the American player before battle begins for the third round. He rolls one die and a result of 6 means the British leadership was affected. The British must withdraw from the battle immediately and there is no withdrawal fire or third round of battle. Otherwise begin a third round of battle.

»» General Ross has an army commander reinforcement rating of 4. This is the British reinforcement rating for the entire game. »» General Winder starts the game as the American army commander. While in command his reinforcement rating is 2 for American reinforcements attempting to reinforce a battle. »» General Taylor has an army commander reinforcement rating of 3 while in command as the American army commander. »» General Smith has an army commander reinforcement rating of 4 while in command as the American army commander.

12.2  AMERICAN MILITIA FLEE TWO LOCATIONS ON FORCED RETREATS: American militia in this campaign were very unreliable in open battle and when battles were lost would flee great distances from the battle location. To reflect this American militia units in a battle that results in a forced battle retreat (not withdraw) for the Americans, they must retreat those militia units two locations away from the battle locations. This can scatter American forces that lose a battle.

10.3  The British cannot reinforce land battles from units on the Chesapeake in ship holding boxes.

11  VICTORY CONDITIONS

12.3  MADISON AND CABINET MEMBERS: President James Madison and Cabinet members accompanied General Winder at times during the campaign. They were nearly captured at the Battle of Bladensburg and when Washington fell. To reflect this consider the Winder leader block as General Winder AND President Madison accompanying him. If the General Winder block is captured or eliminated (ignore leader rules for transferring to nearest friendly unit) by the British player, the block is removed from the game and the British player counts it capture as equivalent to one victory city for victory conditions.

11.1  VICTORY CONDITION LEVELS ARE AS FOLLOWS: »» DECISIVE BRITISH VICTORY: Occupy all 3 victory cities for at least 1 turn and end the game with 20 or more SP. »» BRITISH INTERMEDIATE VICTORY: Occupy 2 of the 3 victory cities for at least 1 turn during the game and end the game with 20 or more SP. »» BRITISH MARGINAL VICTORY: Occupy 3 victory cities for at least 1 turn and end the game with less than 20 SP. »» DRAW: British occupy 2 or more of the victory cities for at least 1 turn during the game and end the game with less than 20 SP. »» AMERICAN MARGINAL VICTORY: British occupy 1 victory city for at least 1 turn and end game with 20 or more SP (Historical Result) »» AMERICAN INTERMEDIATE VICTORY: British occupy 1 victory city for at least 1 turn and end game with less than 20 SP. »» DECISIVE AMERICAN VICTORY: British Zero victory cities. For example it is game turn18 and the British have burned 3 victory cities and have 24 SP. If they can maintain 20 or more SP until the end of turn 20, they will earn a decisive victory. If they fall below 20 SP it is a marginal British victory. 11.2  Occupation of victory cities by the British does not have to be simultaneous or continuous. It only has to be that British units occupied the victory city at the end of an American turn. Once that happens to a victory city it is considered “occupied” for victory

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13  GAME SET UP: 13.1  All units start at maximum SP. 13.2  All British units set up in the Lower Chesapeake Ship Holding Box.

13.3  AMERICAN UNITS SET UP AS FOLLOWS: »» All American Maryland militia units must start in any location or locations in Maryland. »» All American Virginia militia units must start in any location or locations in Virginia. »» The 1st and 2nd Columbia militia units start in Washington D.C. »» American regular units, decoys, and the marine unit can start in any location or locations. »» General Smith starts in Baltimore. General Winder starts in Washington D.C. General Taylor starts in Craney Island. »» Note that below and the player aid card also shows these unit starting locations. »» 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.

American Units

Wash. D.C.

leaders Norfolk

marines

Any location

leaders

regulars

Baltimore

virginia militia

Set up in any location

Set up in any location in Virginia

wash. militia

Set up in Wash. D.C.

maryland militia

decoys

Set up in any location

Set up in any location in Maryland

British Units All units start in the Ship Holding Box in the Lower Chesapeake

regulars

naval infantry

CREDITS:

decoys

WORTHINGTON PUBLISHING, LLC

Mike Wylie

P. O. Box 62725

Grant Wylie

Va. Beach, VA 23466-2725 Copyright 2018, Worthington Publishing, LLC

ARTISTIC DESIGN AND LAYOUT:

Our website is www.worthingtonpublishing.com and has information on this game as well as our other products.

Sean Cooke

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