Campaign Rules

American Revolutionary War

By Michael McGinnis


This set of rules is a simple miniatures campaign game for the American Revolutionary War. It links the game 1776 by Avalon Hill with the Pour le Merite miniatures rules to resolve tactical battles. (ED NOTE: Pour le Merite rules will be published in the next issue.)

As used herein, 1776 refers to the second edition of Avalon Hill's 1776 game including all of its advanced, campaign and optional rules with the addition of the variant rules presented for generals and command control in The General, Volume 25, Number 4. All the rules for 1776 apply except where specifically modified herein. Such modifications will be kept to an absolute minimum and will occur only where necessary to conform with the requirements of the miniatures campaign.

As used herein, Pour le Merite (PML) refers to a set of house rules of that name developed for the Seven Years War and subsequently modified for the American Revolutionary War. These rules will apply as written without modification herein.

DEFINITIONS

Stand: A stand is a single base containing 3 infantry or infantry command figures, 2 cavalry or cavalry command figures, an artillery piece and its attendant crew figures, or up to two general figures. Stands which participate in combat are termed "fighting stands". These include all infantry, cavalry, and artillery stands but not infantry command nor general stands. Cavalry command stands generally participate in combat and thus are fighting stands.

Strength Point: 1776 defines a strength point to be approxi mately 500 men. In the campaign game, a strength point will be taken to be 6 fighting stands. Whenever the 1776 rules refer to a strength point, this will be taken to indicate 6 fighting stands. For example, the rules state that the British must maintain a garrison of 4 strength points of British regulars in Boston to control it. In the campaign game, this is taken to mean that the British must maintain a garrison of 24 fighting stands of regular troops (British, German or Loyalist regulars) to control Boston.

Unit: Each unit in the campaign game is a historical regiment or regimental sized formation. Each individual unit must be represented by its own counter. These counters will be used on the 1776 map to indicate the unit's location - not the generic strength point counters provided with the game.

GENERALS

The article Command Pressures in The General, Volume 25, Number 4, presents generals and their ratings for the American Revolutionary War and the rules required to incorporate them in the 1776 game. These rules will apply in the campaign game. However, the added optional rules presented therein for Combat Efficiency will not be used. Those concerning Indians, Dragoons, French Variable Forces, and Random Events may be used if all players agree to do so.

In the article, the command span of each general (the size of force he can control) is presented in terms of strength points. In the campaign game, command spans are stated in terms of the number of fighting stands a general can control. Using a six stands per strength point rule the command spans are:

British and French Major Generals and Washington: 48 fighting stands
Other American Major Generals: 36 fighting stands
British and French Brigadier Generals: 24 fighting stands
American Brigadier Generals: 18 fighting stands

Cavalry and non-fighting stands do not count against a general's command span. Battalion artillery pieces can be directly controlled by infantry regiments and thus may not count against the general's command span (see Artillery below).

There are three American militia brigadier generals: Sumter, Pickens, and Marion. Militia brigadier generals have the standard command span of 18 fighting stands but no more than 6 of these can be regular.

The combat ratings of the generals are represented in the PLM game as follows:
Combat RatingMax Unit Morale ModiferArmy Manipulation Point Total
0P +20%450 points
1P +25%460 points
2P +30%470 points

These are used as given in the PLM rules. The maximum risk that a general is subject to is 10%. Thus, generals which modify a unit's morale by more than 10% still only experience a 20% chance of injury.

ARTILLERY UNITS

Artillery units in 1776 represent heavy field pieces. In the campaign game, each artillery piece will need to be represented by its own counter. As in 1776, heavy field pieces move with an allowance of "5" on the campaign map. These include 12 pounders, 8 inch howitzers and anything heavier. Eight pounders move on the campaign map like heavy field pieces (with an allowance of "5") but are otherwise considered battalion pieces. Smaller British artillery pieces move on the campaign map with an allowance of "7". Smaller American artillery pieces move on the campaign map with an allowance of "8". These represent battalion guns. Each infantry regiment (or regimental sized infantry formation) can control a single battalion gun (or eight pounders) at no cost in command span to its commanding general.

COMMAND CONTROL

A unit which is under the control of a general is said to be "in command". All others are said to be "out of command <170>. Units which are in command function normally. Those out of command are restricted during campaign (or map) movement as given in the "Command Pressures" article. Those units which begin a tactical battle (using PLM) out of command suffer an additional 10% penalty whenever forced to check morale. There are no further effects to being out of command.

COMMUNICATIONS

A British regular unit is said to be in communication if it satisfies any of the following conditions:

  • It is in a hex containing a British controlled port which can in turn trace a sea link (see below) to the east map edge.

  • It is in a hex containing a British TF or BF which can in turn trace a sea link to the east map edge.

  • It can trace a land link (see below) to a British controlled port containing one or more British regular regiments which in turn can trace a sea link to the east map edge.

  • It can trace a land link to a British controlled strategic town containing a magazine. A sea link is a path of sea lane hexes and/or river hexsides of any length which is not blocked by French BF units or enemy forts. A French BF blocks the sea link if it passes through or adjacent to the hex containing the French BF. An enemy fort containing an artillery unit blocks any sea link passing along a class 2 river hexside in its hex.

    A land link is a path of hexes no longer than 9 movement points. This path is blocked if it passes through a hex which is occupied or adjacent to an enemy land unit and not occupied nor adjacent to a British land unit.

    Tory militia and British legion units are always in communication. There are four legion units in the British army: the Brit ish Legion, the Queen's Rangers, the American Legion, and the Hesse-Cassel Jager Korps. American and French forces are always considered to be in communication.

    COMMUNICATION EFFECTS ON MOVEMENT AND COMBAT

    All regular British units except cavalry units cannot voluntarily end their movement in a hex which is out of communication. A British unit which begins a British turn out of communication is not required to move, however, if it elects to move, it must end its move in communication or as close as possible to a hex which is in communications.

    A British regular unit which enters a combat while out of communication does not recover any hits received during that battle regardless of its outcome. Further, if the British lose a battle while out of communication, a single penalty hit is ap plied to each unit participating in the battle.

    British regular cavalry units can voluntarily move out of communication but are penalized in combat as given above if involved in combat while out of communication. British officers can ignore the constraints of communication when moving alone or when accompanied only by cavalry, militia, or legion units.

    ATTRITION OF ISOLATED BRITISH GARRISONS

    A British unit which ends a British turn out of communications must check to see if it has suffered attrition loses unless one of the following exceptions apply:

  • The unit is immune to the effects of communications (militia, legion, and regular cavalry units).

  • The unit is an artillery unit.

  • The unit has only one fighting stand remaining.

  • At the end of the previous British turn the unit was in communi cation. A unit checks for attrition loses by testing its morale. This test is termed an "attrition test" and differs from a standard morale test in that the only modifier which applies is a -10% to the unit's morale grade for each previous consecutive attrition test passed. If the unit passes this morale test there is no effect, otherwise, the unit loses one stand.

    Clarification: The first month the unit is isolated, it need not check for attrition and consequently there is no accumulation in the negative modifier. The modifier accumulates at -10% per month that the unit passes the attrition test. When the unit fails to pass an attrition test it loses a stand and the modifier returns to -0%.

    SUPPLY

    Supply units are used as given in 1776 for all purposes except combat. Supply units effect combat only as follows. At the begin ning of any table-top battle, a force containing a supply unit roll for artillery ammunition normally as given in the PLM rules. Forces lacking a supply unit still roll for artillery ammunition, but instead of six, eight, or ten shots they would receive according to the PLM rules, they receive only two, three or four shots (respectively).

    A force containing one or more supply units can expend a supply unit during a battle to resupply its artillery pieces. Resupplying a force's artillery pieces allows every artillery unit in the force to roll a second time for artillery ammunition. This immediately eliminates one supply unit. A force can resupply its artillery as many times as it has supply units to expend. A force expending its last supply unit can continue to fire its artillery for as long as its ammunition lasts but may no longer resupply its artillery.

    Artillery pieces in forts are assumed to always be in supply and have unlimited ammunition. Those in the same hex with a friendly fort (but not inside it) can draw upon the fort as if it were a normal supply unit. Forts cannot be used to resupply artillery pieces during a battle. Artillery pieces within two hexes of a friendly magazine can draw upon that magazine as if it were a standard supply unit provided there is a valid line of communications to the magazine. Magazines cannot be used to resupply artillery pieces during a battle.

    TRANSFERRING TO THE MINIATURES GAME

    Whenever combat would be called for in a 1776 game, the battle should be transferred to a PLM game. The following steps should be followed in order:

  • Determine which units and generals are involved.

  • Determine the command status of every unit involved. Announce and record a list of those units on both sides which are out of command.

  • Determine the terrain for the battle using the Warfare in the Age of Reason terrain generation system. Modify the terrain as neces sary to account for peculiarities such as forts, entrenchments, towns, bodies of water, etc.

  • The defender deploys his units anywhere on the table at least 18" away from any entry edges or points (roads) to be used by the attacker.

  • The attacker can deploy anywhere within 6" of an entry edge.

  • Begin the first turn. The attacker draws the first card. The battle ends whenever all of the formations (brigades divisions, armies) on one side have broken or when one or both sides sccessfully break off. Armies which break or break off may be subject to a pursuit penalty (see below).

    CAVALRY WITHDRAWAL BEFORE COMBAT

    A force consisting entirely of cavalry may decline to participate in a battle if and when attacked by an enemy force lacking any cavalry. The decision to do so is entirely optional. If the all cavalry force declines battle, it must vacate the hex at the next opportunity or be reinforced in the hex by other friendly units.

    BREAKING OFF FROM A BATTLE

    A force may attempt to voluntarily withdraw from a battle. The attempt can be made after any turn which exhausts the PLM action deck. (A force must fight for at least one pass through the action deck.) All generals except for Washington, Green and Marion have a 0% base chance to break off from a battle. Washington, Green, and Marion all have a base 10% chance to break off. Any general can expend any number of his army manipulation points to modify this chance. Like any other use of these points, once used they may not be recovered nor reused for any purpose. Only one attempt to withdraw may be made per pass through the action deck. Only the commanding general of the force can make the attempt.

    In the force successfully breaks off, the battle immediately ends and both sides undergo post-battle recovery. Forces which successfully break off are said to have withdrawn in good order. If the attempt fails, the battle continues for at least one more pass through the action deck. The attempt can be repeated if the general has a non-zero chance of breaking off.

    If both sides are considering a break off, both should write down their decision to do so and then reveal them simultaneously before either attempt is resolved.

    PURSUIT PENALTY

    When an army leaves the table, voluntarily or otherwise, its units may be subject to a pursuit penalty. If the opposing side has not yet reached its army morale level and has not voluntarily broken off, its units can pursue. The pursuing player rolls a D10 to determine the number of actions his units perform in the pursuit. Each pursuing unit's pursuit distance is the maximum distance it can move given this number of actions and the terrain it occupies or must cross.

    Each unit in the withdrawing army automatically suffers a penalty casualty if it is within the pursuit distance of a pursuing enemy unit. Further, each such unit must make a normal morale check. If failed, the unit receives a second penalty casualty. If the unit uses its noncoms to modify the morale check, the noncom checks for a casualty normally. Consequently, a unit could receive as many as three penalty casualties as a result of withdrawing from the field. Units which have fallen back off of the table (by failing a morale check) but have not yet been eliminated are considered to be on the exact table edge in calculating pursuit casualties. Eliminated units are not subject to pursuit casualties.

    Note: An army can only pursue if it has not yet reached or exceeded its army morale level. If it has reached this level but has not yet broken, it still cannot pursue.

    POST BATTLE RECOVERY

    At the conclusion of every field battle, all units which participated in that battle are eligible for post battle recovery. Units which survive the battle and belonging to formations (brigades, divisions, or armies) which did not break (that is, reach its morale level and begin an involuntarily retreat off table) can remove one casualty marker. This includes those units which withdraw from the field in good order. Those units belonging to the side which retains control of the battlefield can remove an additional marker. The maximum number of casualty markers a unit can remove is two.

    British regular units (except legion units) which fight a battle while out of communication are not eligible for post battle recovery. Further, if the British lost a battle while out of communication, each such unit in the losing force suffers an additional penalty casualty. Unremoved casualty markers convert directly into lost stands. Units which have unremoved casualty markets equal to or in excess of the number of stands they possess are permanently eliminated from the campaign. They cannot be rebuilt from replacement stands.

    TRIVIAL COMBATS

    When and if both players agree, the standard combat resolution rules from 1776 can be used to resolve unimportant or trivial battles. The procedure for doing so in the campaign game is as follows:

  • Determine the army morale for each side.

  • Proceed with the 1776 combat resolution and determine the strength point loses for each side.

  • Each strength point lost represents six casualty markers which must be distributed to the units in the force in any fashion the controlling player sees fit.

  • Repeat the 1776 combat resolution procedure until one or both sides break.

  • A side breaks when its cumulative total of casualty markers reaches its army morale. Markers in excess of this level are not distributed.

  • After the battle, both sides undergo post battle recovery normal ly.

  • Neither side may break off.

    FORTIFICATIONS

    Fortifications are constructed as given in 1776 except that the artillery and the infantry units used in the construction are not eliminated. The supply unit is still eliminated. The fort must always contain a garrison of four fighting infantry stands plus an artillery contingent. The artillery contingent must consist of at least one six pounder (or larger) or two smaller guns. If the garrison is ever reduced to less than these levels, the fortification is immediately eliminated.

    The required garrison of a fort does not count toward control of a strategic town when that fort happens to be located in such a town. Forces garrisoning the town can be placed in the fort without negating their ability to garrison the town.

    FORTIFICATIONS IN COMBAT

    Fortifications provide "hard" cover for all units sheltered in them. Each 4 inch section of a linear fortification has D10+3 strength points (giving a range of 4 to 14). Artillery of twelve pounds and larger and howitzers of 8 inches and larger can in flict damage directly upon a section of fortification with the intent of knocking it down. Guns shooting at the fortification must be within 12" of the section targeted. The number of damage points inflicted upon the section is determined with a D100 roll as follows:

    D100 Results12 PoundersHowitzers
    01-33 0 P 1
    34-66 1 P 2
    67-00 2 P 3

    A section reduced to 0 strength points is destroyed. Destroyed sections no longer count for cover but still count as a linear terrain feature subject to the 70% rule.

    ENTRENCHMENTS

    Entrenchments may be constructed as given in 1776. In PLM, they are linear features counting as cover against all attacks direct ed exclusively across them.

    REINFORCEMENTS

    Reinforcements appear in the game as given in the order of battle. Reinforcements always appear as individual units in the locations indicated. Reinforcement units never have any accumulated casualty markers. The arrival of reinforcements on the map is governed by the rules in 1776.

    REPLACEMENTS

    Replacements are used in the campaign to rebuild existing "regular" units. Militia units cannot be rebuilt with replacements. The utility of a replacement strength point carries according to its nationality. Each replacement strength point represents a single stand of troops. Any existing regular unit can be repaired with replacement points provided it is not besieged and has a valid line of communications to the port or town in which the replacements arrive. No unit can be built up to a strength greater than its original strength in the campaign. Replacement stands can be used to recreate eliminated artillery crews. However, these will need to be assigned a gun.

    Unused replacements can be saved for later use and are considered to remain in the town of their initial placement. All replacements accumulated in a particular town are lost if that town becomes occupied by the enemy.

    MILITIA UNITS

    The total strength of militia forces for both sides fluctuates as given in the 1776 rules. Each strength point of militia converts directly into 6 stands of militia infantry. Up to one quarter of these stands can be rifle armed if the owning player so desires. Militia can be converted to mounted infantry at a cost of one militia stand eliminated for each stand so converted. (A non- rifle armed militia stand can be eliminated to convert a rifle armed militia stand into mounted infantry.) The owning player is free to combine his militia stands into units in any fashion he sees fit.

    RECORD KEEPING

    The curse of all campaign games is record keeping. Every attempt has been made to minimize the record keeping requirements of this game. Nevertheless, each player will be required to track the following:

  • The exact composition, weaponry and morale grade of each of his units.

  • The number of stands currently possessed by each of his units.

  • The number and location of all unused replacements.

    All other information should be readily apparent from the 1776 map.

    More AWI Southern Campaign


    Back to Table of Contents -- Courier #66
    Back to Courier List of Issues
    Back to MagWeb Master Magazine List
    © Copyright 1994 by The Courier Publishing Company.

    This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
    Other military history articles and gaming articles are available at http://www.magweb.com