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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

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The Battle of White Plains




 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


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