By George Knapp
Thanks very much for printing my Lexington and Concord rules in MWAN #111. As always, reading rules in a publication prompts a clarification or two. Here goes. Rule 6. Movement. Turn 4. If the British raiding force risks moving by water to Cambridge and rolls a 1 or 2, then it is stuck at sea. On turn 5, it may proceed only to Cambridge and end its move there. Thereafter, it may move normally. This risky failure means that the raiding force cannot get to Concord before the 9 a.m. turn -exactly as happened in 1775. MAJOR OMISSION. If the British raiding force and relief force ever link-up with each other during the course of the game, they must remain together for the rest of the game. Rule 7. Capturing Supplies. British may search only during daylight turns -- 7 through 13. No searching on turn 14. Reminder. Every box, except Charlestown and Boston, gets a supply card placed face down at the beginning of the game. Rule 9. Combat. Combat may only take place during daylight turns -- 7 through 14. No combat on turn 14. Rule 10. Alerting the Provincial Militia. Refer to the battle map on page 128 and the Militia Alert Schedule on page 129. Note that 21 of the 31 militia towns lie off the map. When alerted, figures representing these off-board towns appear in the box that contains the arrow pointing toward that town. Examples: The Reading militia appears in the Woburn box. The Acton militia appears in the South Bridge box. Also, note that several boxes contain no militia. They are: Charlestown, Great Meadows, Hartwell's Tavern, Merriam's Corner, Barrett's Farm, North Bridge, and South Bridge. I'm sure your readers will think of other questions. I welcome their queries to gknapp@kc.rr.com Back to MWAN #112 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2001 Hal Thinglum 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 |