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  The Battle of White Plains Twilight of the New York Campaign October 28th - 31st, 1776 Battles of The American Revolution, Volume X by GMT...

The Battle of White Plains by GMT Games The Battle of White Plains by GMT Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Revolution




 The Battle of White Plains


Twilight of the New York Campaign October 28th - 31st, 1776


Battles of The American Revolution, Volume X


by


GMT Games







  The American Revolution, at least in New England, was a much bigger historical period in people's minds than even the Civil War. There are hardly any summer weekends where reenactments of battles or just field camps cannot be found. The area where I was born and raised had several smaller battles, and the larger ones were  100-150 miles away. The memory of The Green Mountain Boys is a staple in Northern New England. Unfortunately, because of urban sprawl there is not much to see in Southern New York State except, of course, for the environs around West Point. I was a pretty young child, younger than five, when we lived in a house that had been part of a Revolutionary War battle. There was a plaque outside of the house saying that this was where Benedict Arnold's horse was shot during the battle and then buried. I am told that as a toddler I attacked the front yard like a mole or a budding Indiana Jones looking for said horse, or at least its remnants. I doubt I had enough wherewithal at the time to think the operation through to its conclusion. It is probable that this was my first steps on a lifelong love of history. Let us take a look at this newest entry in the Battles of the American Revolution series of games.




 The Battles of the American Revolution Series comprises these games:


Saratoga Volume I

Brandywine Volume II

Guilford Volume III

Savannah Volume IV

Monmouth Volume V

Pensacola, 1781 Volume VI

Germantown, 1777 Volume VII

Newtown Volume VIII

Rhode Island Volume IX

The Battle of White Plains Volume X

The Battle of Green Springs Volume XI - P500


 GMT also released two American Revolution Tri-Packs of the earlier releases. These are:

Monmouth, Germantown, and Newtown

Guilford, Saratoga, and Guilford - P500 reprint


 There is also a new series of Small BoAR with The Battle of Cowpens being Volume I.


 These were all designed by Mark Miklos


 This is what comes with the game:


Two Hard-mounted Maps Featuring 1-inch Hexes

245 Unit Counters & Game Markers (1.5 Countersheets), Including Seven Replacement Counters for Previous Games in the Series

52 Opportunity Cards: 26 American & 26 British

16 Tactics Cards: 8 American & 8 British

Two Full color, 4-page Player Aid Cards: 1 American & 1 British

One Full-color Exclusive Rulebook

One Full-color Series Rulebook

Two 10-sided Dice

Game Scale: 1 hr. per turn

Map: 200 yds per hex

Units: Infantry Regiments, Battalions & Companies. Cavalry Troops. Artillery Batteries. Each Strength Point equals 100 men or 2 guns.

Players: 1-2

 This is some information from GMT Games about White Plains:


"White Plains is among the least written-about battles of the American Revolution, an oddity when one considers the scale of forces engaged. Most secondary sources give it a passing mention in the larger discussion of the New York campaign while among the scant primary sources there is considerable disagreement as to key details. Source maps are scarce and often contradictory as well. To bring you Volume X in the Battles of the American Revolution series, exhaustive research was conducted in the sources and on the ground to bring to life the most accurate battlefield map possible.


Likewise, the order of battle was painstakingly reproduced from scraps of information: memoirs, General Orders, casualty lists, pension records, compilations of the Westchester County Historical Society, journal articles, Blogs, secondary-source histories, firsthand accounts, and a little intuition. As usual when studying the American Revolution, British records are more complete. American records less so. Where specific unit placements are known the corresponding units are placed accordingly. Where specific deployments are not known, deployments are notional but stand up to the litmus test of brigade and divisional integrity."


 The first thing we will talk about are the maps. You are given two sections of a large, mounted map. The map and game were designed by a consortium of Charlie Kibler, Rodger B. MacGowan, and Mark Simonitch. I am very impressed with its look. Somehow, they have illustrated exactly, to me, what the Colonial Era would look like on a map. The hexes are very large, and the terrain is clearly marked out for every single hex. So, you will have none of the arguing over what terrain is in each hex, or which type of terrain is the majority in each hex. The Army Morale, Turn Track, Terrain Key, Strength Point Loss, Leader Summary Table, and a few others are strategically positioned around the outside of the map. I am very much a fan of having these, as much as possible, on game maps. Having to make room for a map is sometimes enough of a problem without having to have those tables etc. strewn next to a map. There is also a small box with the story of the 'Headless Horseman'. He might have been a Hessian that lost his skull at this battle. The story comes from the northern settlements of New Amsterdam.


 The Series Rulebook is in large type and is double-columned. It is in full color and only 16 pages long. Next, we have the Exclusive Rulebook for the game. It is also in full color, double-columned, and the same large type in 36 pages. The actual exclusive rules for the game only take up 13 1/2 pages. The rest is taken up by the scenario setup/rules, Opportunity Card Notes, Design Notes, Order of Battle, and a Counter Manifest (I wish more games came with this). Each player gets his own 11" x 17" four-page fold out Players' Aid. These are made of heavy-duty card stock. The type size on them is sometimes smaller than the actual Rulebooks, with the 'October 31st Deployment Reference' on the back page being the only type that I need to bring closer to my aging eyes. There are four card decks that come with the game. Each side gets an 'Opportunity Deck' and a Tactics Deck. The Opportunity Decks have contemporary pictures on them. The Tactics Decks do not but only have the different modifiers on them. These are for Frontal Assault, Turn Flank, and Stand fast etc. The cards are the normal size for wargaming cards. However, they do seem to be a little stiffer than most. The Opportunity Decks are actually split into three different decks for each player. Each player starts out with deck one, and then on game turns October 30th and October 31st deck two and then deck three are added to the players usable cards. The counters are well done and are sized at 5/8". This is a good size for the less dexterous of us. They have either a representation of the troop type or a picture of the commander on them.


 The physical components of the game certainly pass muster.  


 Oh no! The game comes with some errata. There is one problem with the Player Aid Cards. Two minor problems with the rules, and one problem with the American Order of Battle. Thank you, GMT for being so thorough.

  Sir William Howe has been always described as being very wary of attacking the Americans when they were entrenched in any way. This was supposed to have come from his firsthand knowledge of what happened at Bunker (Breed's) Hill. This game uses that hesitancy of Howe's in a novel manner. Because of the nature of the ground where the American lines were, the ability of these troops to entrench themselves was limited. They did however do their very best to mimic real fieldworks with the material they had on hand. This was achieved with stacked cornstalks and clods of earth stuck to them like mortar. So, what looked to the British like a bristling line of dug in Americans was not exactly what it seemed in most places. This leads us to the game rule that is called 'Ruse de Guerre' (Trick of War). The rule is a little complicated and slightly devious, as its name suggests. The American player secretly designates 1-5 of his fieldwork hexes as containing a Ruse de Guerre. Then he rolls a die, and using the Ruse de Guerre Template in the back of the Exclusive Rulebook, he then consults the Ruse de Guerre Table situated on the map. These locations will be written on the template. It sounds a little more involved than it really is. Now comes the British part of the rule. If the British player does attack one of the hexes the ruse has been discovered, and the American player must tell the British player that it was a Ruse de Guerre hex. Then the British player is allowed to take the 'Probe' card from his Opportunity Deck. He can then use it to probe the American lines for other Ruse de Guerre hexes. The actual history of the battle has the Ruse de Guerre working so well that the British never attempted to attack the American lines. I think this is an elegant way to represent the actual history of the battle, since we know, or assume, that our nowadays British commander will not husband his cardboard pieces as Howe did his men.  


  As you can tell by the size of the rulebooks the game is not overly complex. It is rated as a six out of ten on GMT's complexity scale. That is assuming that you have played other 18th and 19th century wargames. These are some of the rules that you will encounter:

Initiative
Stacking (6 SPs and one artillery unit. Leaders and markers do not count toward stacking)
Zones of Control (All six adjacent hexes)
Movement/Strategic Movement
Rifle Fire
Defensive Artillery Fire
Close Combat
Tactic Cards (To be used by the player in Close Combat)
Rain Turns
Army Morale
Militia Special Rules


 This is the series sequence of play:

Each game turn consists of two player turns. During the initiative 
segment, players determine which player executes their player 
turn first. Each player turn consists of several phases that must be
executed in sequence. A more detailed version can be found in the 
Expanded Sequence of Play on the back page. 

A. Initiative Segment
 1.Determine which player has the Initiative this turn.
B. Initiative Player Turn
 1. Flip the game turn marker to indicate the correct player turn
 2. Movement phase
 3. Rally phase
 4. Defensive Artillery Fire phase
 5 Rifle Fire phase (simultaneous)
 6. Close Combat phase
 7. Move the game turn marker to the bottom half of the game 
   turn and flip it over
C. Second Player Turn 
  1. Movement phase
  2. Rally phase
  3. Defensive Artillery Fire phase
  4. Rifle Fire phase (simultaneous)
  5. Close Combat phase
D. End-of-Turn Segment
  1. Check for Automatic Victory
  2. If it is the last game turn of the scenario, determine a winner
  3. If additional game turns remain, advance the game turn 
marker to the top half of the next turn. 




This is the setup for the four-day scenario. Chatterton Hill is almost in the middle down at the bottom with just two lonely regiments.


 The game comes with three scenarios:

Historical Scenario: Chatterton Hill October 28, 1776 Four- and one-half game turns

Hypothetical Scenario: Howe's Grand Assault October 31, 1776, ten- and one-half game turns

Campaign Game: October 28, 1776, to the evening of October 31, 1776, 42 game turns


 As is the usual with me I dove into the deep end and played the four-day full battle scenario first. I have played some of the other games in the series. So, I felt that I could work through the exclusive rules somewhat easily. The historical Chatterton Hill scenario is an excellent one to teach tyros the game system. It has the least number of counters, and both of the smaller scenarios do not use some of the rules that only apply to the four-day scenario. 


 It is obvious that a lot of thinking went into making this game as historically accurate as possible. The Putnam Engineers counter only allows the American player to build up real fieldworks a hex at a time. This melds right into the rule about the Ruse de Guerre and the physical properties of the ground that the Americans are on. The Hessians also get an Amusettes counter. This was a very large caliber 'super' musket that was accurate to about 500 Yards. They are represented as having a two-man team. Think of them as a prototype bazooka without the exploding warhead. The American militia troops are also treated differently than the trained troops on either side. They can be exceptionally brittle. The British player also gets to roll a die before game turn 32 (7:00am, October 31). He then checks it against the Patriot Militia Attrition Table situated on the map. The American player then has to remove from three to seven militia units. The American player also suffers a -1 against his Army Morale. This occurs in the Campaign and Howe's Grand Assault scenarios.


 I did find one problem. Howe's counter is marked 2358 for setup. It should read 2538.


 Thank you, GMT Games, for allowing me to review this excellent addition to a great series. I might be more partial to this game and the Saratoga one because of knowing the areas and having visited them.



Robert Peterson

The Battle of White Plains

Battles of The American Revolution

GMT Games


Preview of End of Empire: 1744-1782 by Compass Games  I took advantage of the 40% off sale at Compass Games and fin...

Preview of End Of Empire: 1744-1782 by Compass Games Preview of End Of Empire: 1744-1782 by Compass Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Revolution



Preview of End of Empire: 1744-1782

by

Compass Games




 I took advantage of the 40% off sale at Compass Games and finally picked this one up. It has the Colonial Wars between France and Britain, and the American Revolution rolled into one. Here is the blurb from Compass Games:

 "End of Empire: 1744-1783 is a two player game covering the three great conflicts fought on the North American continent between 1744 and 1783: King George’s War, the French and Indian War, and the American Revolutionary War. The game represents great value with 15 scenarios spanning these 3 wars."


This is the Northern Map


 This is what you get with the game:

Two 22 X 34 inch maps
Five countersheets (9/16” size) & Replacement Counters
One rulebook
One scenario book
Multiple reference cards

 The map is done very well and it is easy to read and figure out the terrain of each hex. The counters are excellent and have the picture of each general on their counter. The Rulebook and Scenario Book are in black and white, but the type is large and easy to read. The Rulebook is twenty-three pages long. The Scenario Book is twenty-seven pages long and is packed with the aforementioned fifteen scenarios. I was very pleased to see that Compass Games had added another scenario to the game 'Lord Dunmore's War 1744'.

 These are the scenarios:

Invasion of Canada 1775
Main French and Indian War
Full French and Indian War
The American Revolutionary War: 1775 Start
American Revolution 1776 Start
The British Invasion Scenario
American Revolution 1777 Start
The Saratoga Scenario
Burgoyne's Second Chance (What If)
The 1778 Scenario
The Southern scenario
The Final Year Scenario
The British Dream Scenario (What If)
King George's War
The war of Jenkin's Ear




 So with the added scenario that gives a player a whopping sixteen. The game pieces look excellent and it portrays some of my favorite periods to game. I cannot wait to get this on the table. Compass Games' sale continues until 4/5, so hurry up and get your order in. Thank you Compass Games for what looks to be another great gaming experience.

Robert

Freeman's Farm 1777 by Worthington Publishing      This is a game about the battle that sealed the fate of Br...

Freeman's Farm 1777 by Worthington Publishing Freeman's Farm 1777 by Worthington Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Revolution




Freeman's Farm 1777

by

Worthington Publishing






 
  This is a game about the battle that sealed the fate of Britain in the American Revolution. After this battle, Burgoyne's surrender was pretty much a done deal. There would be more fighting for sure, but this battle was his last gasp to break through to Albany. The plan to attack from Canada was not a bad one, it would just need much more resources than was allotted to it. For some unknown reason, the people who should have known that dragging an army across this wilderness was next to impossible were unable to sway 'Gentleman Johnny'. The fact that Burgoyne not only made it this far and had taken Fort Ticonderoga is only a tribute to the British and German soldiers' ability to deal with adversity. Unfortunately for Burgoyne, his slow progress allowed the Patriots to build a large army, indeed larger than his own. This battle is also the high point in Benedict Arnold's career as a Patriot (though there seems to be a large rift between historians on Arnold's actual whereabouts during the battle). If not for his insubordination to 'Granny' Gates, the battle could have been lost. So we are placed in the unenviable situation of either winning the Revolution, or breaking through a larger Patriot army, and cutting New England off from the other states. So let us see what the designer and Worthington Publishing has given us to recreate this titanic battle. This is part of the description of the game:


"An innovative card driven board game on the Battle of Freeman's Farm.  1 - 2 players.  Playable in 1 hour.
Freeman's Farm: 1777 is the first game in our new Battle Formations game series. These games are a new game system  centered around battle formations and have been designed for solitaire and two players .  In solitaire mode players can play as either the American or the British against the solitaire player game engine.   
Players decide which formations to activate and how far to push it once it begins attacking. Push it just enough and they can win the day.  Push it too much and failing a morale test will break it." 



 This is what comes with the game:


  • Large Mounted Game Board
  • American and British Formation Cards 
  • American and British Activation Cards
  • Tactic Cards
  • Rules
  • Player Aid Cards
  • Game Markers
  • American Blue Wooden Formation Markers
  • British Red Wooden Formation Markers
  • Hessian Green Wooden Formation Markers
  • 8 Dice




 The components are all very well done, and very easy to read. As you can see, the map looks almost like a period piece or one from a book about the battle. The first thing that should catch your eye is the absence of hexes or areas for movement. The Battle Formation Games have set places where you or your opponent can move his forces. These are all places of the battlefield where action did actually take place. The rulebook is only twelve pages long and the rules themselves take up less than nine of them. The last pages are a Historical Summary and Designer Notes. There are two Player Aid Cards; one side is for a two-player game, and the other is for playing solitaire. It is nice to see so many publishers and designers adding solo play to their games. The Formation Cards are large and simple to understand. The units for each player are just wooden rectangles and cubes, but they fit very well with the look and feel of the game. The Activation and Tactics Cards are simple looking, but are extremely easy to read for even the most myopic of us grognards.  The components easily pass muster. Now onto game play.



This is the sequence of play:

 Each Player's Turn has the Same Phases:

1. Play Activation Card
   1.A Option  - Countermand Activation with General
2. Pay Activation Cost
3. Optional: Play Tactics Cards
4. If Combat is Selected as a Command, Roll Combat Dice
   4.A Optional: Maintain Momentum
5. Apply Results
6. Optional: Purchase Tactics Cards
7. Draw Activation Card

 
The British Player takes the first turn in a round.
Then the American Player takes their turn in a round.
The British Player then begins the second turn.
 Play continues until all Activation cards have been played, ending the game.






 In the Designer Notes, the designer states that what he felt most missing in games was the struggle of generals with keeping command and control of their own forces. He then goes on to state the pedigree of the game, and how he developed a few concepts from many different games to design it. The other two large concepts in the game are morale and momentum. Every time you activate a formation, you must lower its morale by one, or remove a formation marker (wooden rectangle representing your troops). You can use a General Card to countermand the activation, and some Tactics Cards have effects that forego the penalty to morale. Once a formation gets to a morale of five or lower, it incurs a morale test. This is done by rolling a six sided die and comparing it to the morale of the formation. A higher number than the formations morale means that a formation is 'broken'.  Momentum Cubes for each formation are gained by playing the Activation Cards for that formation. Each card has a number of momentum cubes that the player receives (from one to three). One nice touch is that if the player receives the same amount of Momentum Cubes on three Activation Cards in a row, he receives an extra two Momentum Cubes. Momentum Cubes can be used for rerolls, or to purchase Tactic Cards. Skirmishers, which were a large part of the battle, can be used by both sides.  You can download and check out the rules yourself via a link I will post at the end of the review.







 
  The rules seem simple at a glance, but are very nuanced. The designer has succeeded in creating a game where the flow of battle is as changing as a see-saw. I believe he has captured the sword of Damocles that is hanging over every general's head. Do you push your formations one more time and try for victory, only to have the formation collapse in front of your eyes? You will not win the game by 'playing it safe'. That will only allow your opponent to pick and choose exactly what he wants to do. Playing as the British, this is it; you really have this one chance to breakthrough the Americans. Historically, the American Player just needs to pull out a tie to win strategically. The games actual victory conditions show this. The game lasts up to fifteen rounds (fifteen activations by each side). If the British Player has not won by then, it is an American victory. The game ends automatically if either side breaks or destroys  three or more enemy formations. As I have mentioned before, we are now in the 'real Golden Age' of wargaming (gaming in general, but Euro games, eww!). The earlier golden age had more games sold, but nowhere near the innovation that designers are showing us now.   The added touch of an actual fully functioning solitaire mode is a godsend. It is possible to actually play almost every game solo, but it is a very good thing that more companies are adding actual solo forms of play. Thank you very much Worthington Publishing for letting me review this very innovative and great game. It does help that this is one of my favorite battles, and the one that I have spent the most time wandering around the actual ground it was fought on.







 I found this treat going through discussions about the game. If you like what you have read so far, you will really like this. It seems that Worthington Publishing is going to Kickstarter a game about Chancellorsville. It will have most of the same rules, but will also have some new neat twists, such as hidden movement. Here is the link to the preview page:
https://www.kickstarter.com/projects/1040417273/2785622?ref=bggforums&token=b117acc9
 Freeman's Farm 1777 link:

Rules:

Robert











With Musket & Tomahawk  Volume I The Saratoga Campaign and the Wilderness War of 1777 by Michael O. Logusz ...

With Musket & Tomahawk Volume I by Michael O. Logusz With Musket & Tomahawk Volume I by Michael O. Logusz

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Revolution




With Musket & Tomahawk  Volume I

The Saratoga Campaign and the Wilderness War of 1777

by

Michael O. Logusz







  Some campaigns just grab the military history reader. Whether it be because of content, or perhaps it is a geographical pull, meaning the area of the campaign is close to home. The Saratoga Campaign of the American Revolution hits both cylinders on my military history scale. Not only that, but it is really the turning point of the Revolution. After Saratoga, there was no way that the British were going to win. Before Saratoga, all of the large battles of the war were won by the British (Trenton actually had very few troops involved). The British had been able to cuff the American forces about the head and defeat them, albeit sometimes at great cost, at every turn. This was the first battle/campaign where an entire British army was defeated and almost all of it captured by the Americans. The shockwave of this victory cannot be underplayed. This is the reason that France entered the war, and without France there would be no Yorktown. So, needless to say, there are many books on the subject. Is this book just a rehash of everything that has been written or a great example of written military history? Let us see.

 One of the best parts of the book is that it explains in detail the British planning for 1777. Starting as a much smaller envisioned attack from Canada, it was turned into a war winning strike designed to separate New England from the rest of the rebelling colonies. The book goes into the fact that this idea did not spring out of 'Gentleman Johnny's' brain by any means. Many officers had been discussing the need of an attack from Canada. The biggest historical question about the campaign is answered unequivocally by the author, complete with written facts and not conjecture. Was General Howe ordered or even pushed to attack Albany to meet up and help Burgoyne with his attacks through New York? The author shows us that the answer is no. Even before Burgoyne had started his campaign, Howe had written to the British Crown and gotten approval for his campaign in Pennsylvania. Was this the best strategy? Absolutely not. There is more than a chance that had Howe struck toward Albany, the Colonials would have been unable to deal with both forces and Burgoyne would have been successful. Howe has been vilified for leaving Burgoyne in the lurch for many years. The book shows us that the British authorities made no attempt to try and concentrate both armies in central New York. This one point is enough to raise the book above the rest of the crowd.

 This book is what military history should be. It is factual without being too dry, and the pace goes along almost like a novel. The author has chosen to add a number of maps. The difference compared to some other books is also plain. Other than having maps that look like they came off a mimeograph machine that needed ink forty years ago, they are clear and concise, and allow the reader an excellent bird's eye view of the campaign and battles. The book also comes with the obligatory several pages of pictures. Some are sketches and the others are photos of re-enactors. Strangely there are no pictures of the main combatants such as Burgoyne, etc. These are not really needed, so no real loss there. 

 One of the biggest reasons to read about the campaign is to see in actuality what Benedict Arnold really was to the Revolution. Most Americans only associate him with treason and have no idea that if not for him, it is possible that 'Granny' Gates might have lost at Saratoga. So strange to say, our most vilified traitor is one of the main reasons we have our freedom now. It is a story that more Americans need to know.

 Thank you Casemate for allowing me to read this excellent first volume on the War in the North during the Revolution. I cannot wait to read the next volumes in the series.

Robert

Book: With Musket & Tomahawk: Volume I The Saratoga and the Wilderness War of 1777
Author: Michael O. Lugosz
Publisher: Casemate Publishers

The American Revolution by Decision games       The American Revolution is a bit of a strange du...

The American Revolution by Decision Games The American Revolution by Decision Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Revolution



by




  




 The American Revolution is a bit of a strange duck when it comes to wargames concerning it. In the computer world it is hardly represented at all, however in the chit world it is well represented in both tactical and strategic games. 

 This game of the American Revolution is actually a reprint of the game that appeared in Strategy&Tactics #270. The map has been revised, and the rules have been redone. It also has had some optional rules added for more flavor. There is also an addition of a new scenario. The game now comes with a play-through and designer FAQ. The game rules are thirty-two pages long. It comes in the form of a zip-lock game from Decision Games. The map is a large one coming in at 34"x 22", and the game has 228 counters. The map is a mixture of point-to-point and area movement. The map is 75 miles to the inch. It is functional instead of a work of art. To be honest, it really doesn't matter if the components are beautiful or not if the game play isn't there. The pages of BoardGameGeek are bursting with beauties that are unplayable, and plain janes that are played so much that gamers are on their second copy, as the chits or map has been rubbed away. The map is large enough to accommodate the eastern part of the U.S., Canada, the Caribbean, and Atlantic Ocean areas. The size of the area represented adds a lot to the strategic flavor of the game, especially if France and Spain enter the war. It is a two player game with the American player controlling the French and Spanish forces. Among the available forces available to each side are:

Naval Forces
Continental Army
Militia
Tories
Indians
German mercenaries






 Historically, the British won almost all of the large battles without ever coming close to winning the war. The American forces kept rising up like a Phoenix to force the British to play a losing game of whack-a-mole. In reality, because of the time period and the length of time and mileage, the British could never really win. Their only hope was for a negotiated peace based upon political incentives to bring the colonies back to the fold. I, for one, believe that General Howe and others thought that a few hard whacks would make the colonists see reason.When this didn't happen, they were at a loss of how to actually win. But I digress; back to the game. 

 The British player is presented with the most strategic choices. He can go for broke and try to subdue the colonies all at once, or like Clinton and Burgoyne, use the British anaconda to swallow one piece of them at a time. The American player is really only represented with the choice of attacking Canada other than that he mostly reacts to the British players' moves. The British player, at first or until France and Spain get involved, with his naval power can decide when and where he will descend on the colonies. He can bring overwhelming force to any point on the map he chooses at the beginning of the war.



 So what is the game play like?  

 Sequence of play:

 On the first turn the American player has the initiative; after that the player who commits the higher number of campaign markers has the initiative. On turn one, the British player also pays twice the normal amounts for mobilization and campaign markers.

 The second phase is the 'Political Phase'. Both sides add up their political points for the areas they occupy.

 The third phase is the 'Mobilization Phase'. The first player uses his political points from the last phase to build units or buy campaign markers, then it is the second players turn.

 The fourth phase is the 'Rabble Rousing' phase. Here you can commit markers to the three 'rabble rousing' tables: American revolutionary progress, colonial loyalty, and European balance of power.

 The fifth phase is the 'Campaign' phase. The campaign phase is in turn split into three parts: first, second, and third. The first phase is used for normal movement and then combat. The second and third phases are used for forced march movement and the combat that results from it.

 The six phase is the 'Supply' phase. This is split into two parts: forage and enlistment. In the forage phase the player that has the initiative checks his units for supply, and then rolls a die for each unit that cannot be supplied. On a roll of one to three the unit is eliminated. On a roll of four to six the unit survives.

 The seventh phase is the 'Victory' phase. You check for a sudden death victory, and if neither side gets one you continue to the next game turn.

 This is just a synopsis. There are rules for: militia expeditions, overrun, frontier warfare, massacre etc. The game turns are yearly so it is a fairly fast paced game, although each side does have many choices available for each turn. You can choose to play with the optional rules which would include the use of fortress, siege, and partisan markers.The game play is pretty free-wheeling, meaning that it is fairly easy to lose points and areas with a little bad luck. Your plan may make it look like you are on the verge of victory, and the next minute everything blows up in your face like an over charged musket. 


First turn setup


 As is stated in the 'designer's notes', the core of the game is the campaign markers. The random picking of the campaign markers means that you, as the player, might have to drop the plan you had in place, and rethink this year's turn all over. You also lose half of your campaign markers at the end of each turn. Again, as is stated, you may actually pull a campaign marker that can only be used by your opponent. You can choose these markers to be one of the ones you let go at the end of the turn, or you can keep it in order not to let your opponent use it. The campaign markers come in three flavors: action, rabble rousing, or tactics. 


 As I stated, it is a fast paced game, especially with its one year turns. The counter mix is small, so other than the map size the game's footprint isn't large. The game plays out quickly, and with the sudden death rules it could be over even quicker. The best bet, playing as the Americans, is to just remain alive and to work toward European intervention. The added troops and navies of the French and Spanish forces help to really put the British in the skillet with no idea of where to jump. The British player is naturally going to go for the opposite, and try and keep the other countries out of what he considers as his business. The plan for the British to slowly engulf the colonies bit by bit hasn't really been seen to be that effective. The game plays like a boxing match between a heavyweight and a middleweight. The middleweight can strike hard and often, but has to remember that one punch from the heavyweight can end it all. As the game goes on, the middleweight gains muscle and increases in size, and can also call two friends in to help him fell the giant.



Robert

Game: The American revolution
Publisher: Decision Games

 

 


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