Battles with the Iroquois Confederacy in Western New York
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EXCLUSIVE RULEBOOK Battles with the Iroquois Confederacy in Western New York Game Design by Mark Miklos (Newtown) & Don Hanle (Oriskany) © 2013 GMT Games, LLC 2 Newtown & Oriskany Newtown Combat Units Replacement Counters INDIAN Player The counter sheet includes 10 replacement combat units and 5 markers for previous games in the Battles of the American Revolution series. Saratoga (“Next Day” scenario) Tan with no stripe: Indians Tan with red stripe: British Regulars Tan with yellow stripe: Provincials MacKay’s Corp (new unit) Tan with brown stripe: Tory Militia Queen’s Loyal Rangers (new unit) AMERICAN Player British HQ (new marker) Brandywine Creek Blue with no stripe: Continentals Blue with light blue stripe: Patriot Militia 2nd N.J. Volunteer Artillery (new unit) Eutaw Springs Oriskany Combat Units (The thin white horizontal stripe denotes an Oriskany unit) BRITISH Player Palmetto Foot (Strength Points have been increased from 1 to 2 and the unit now has a reduced side) 2nd Royal Highland Emigrants (new unit) Savannah Tan with red stripe: British Regulars Tan with yellow stripe: Provincials Tan with green stripe: Hessians Tan with brown stripe: Tory Militia & British-allied Indians AMERICAN Player Georgia Volunteers (Unit Morale has been degraded from 0 to –1) Volunteers of Ireland (new unit; Design Note: This ad- hoc unit also includes Maryland Loyalists, the 4th N.J. Volunteers and infantry from Tarleton’s British Legion) Georgia Lt. Dragoons (new unit) Blue with no stripe: Continentals Blue with light blue stripe: Patriot Militia & American- Pensacola allied Indians Shared Markers In order to conserve counter mix space, many markers are shared Fijo de Luisiana (new unit) between both games. In addition, the Ambush markers (front- side) are used in Oriskany while the Failed Resolve markers Germantown (back-side) are used in Newtown. 2nd N.J. Volunteer Artillery (new unit) Momentum Destroyed Withdrawal Disrupted Friendly Fire/Panic (four additional markers) © 2013 GMT Games, LLC Newtown Exclusive Rules 3 Newtown Exclusive Rules T A B L E O F C O N T E N T S I. Prepare for Play ........................................ 3 IV. Special Rules ........................................... 5 1. Game Length ........................................ 3 1. Destroying Newtown Hexes .................. 5 2. Player Order .......................................... 3 2. Opportunity Cards ................................. 5 3. At-Start Army Morale ........................... 3 V. Indian Rules ............................................ 6 4. Momentum ............................................ 3 1. Honor .................................................... 6 5. Deployment .......................................... 3 2. Movement Phases ................................. 6 6. Optional Unit Selection ......................... 3 3. Sortie .................................................... 7 7. Indian Honor ......................................... 4 4. Resolve ................................................. 7 8. Pre-game Indian Enhancement .............. 4 5. Ambush ................................................. 8 9. Activation Markers................................ 4 6. Ferocity ................................................ 8 10. Opportunity Cards ............................... 4 7. Retreat before Combat .......................... 8 II. How to Win .............................................. 4 8. Withdrawal ........................................... 9 1. Indian Decisive Victory ......................... 4 9. Evasion ................................................. 9 2. American Decisive Victory .................... 4 VI. Special Units ........................................... 9 3. Substantial Victory ................................ 4 1. 8th Foot (Platoon) ................................. 9 4. Marginal Victory ................................... 4 2. Seven Nations ....................................... 10 5. Victory Point Schedule .......................... 4 3. Onondaga .............................................. 10 III. Series Rules Variations .......................... 4 4. Provisional NY Battalion and Joseph 1. Leaders ................................................. 4 Brant’s Mohawks............................... 10 2. Retreat Priorities ................................... 4 5. The Cattle Herd ..................................... 10 3. Stacking Exception ............................... 5 Newtown Historical Scenario ....................... 11 4. Limited American Intelligence .............. 5 5. Strategic Movement .............................. 5 Newtown Historical Essay ............................ 12 6. Combat ................................................. 5 Newtown Order of Battle .............................. 15 Design Note: Despite our efforts to maintain accurate period 1.3 At-Start Army Morale names for all map features, three locations have post-battle American: 14, Indian: 13 nomenclature due to inconclusive research into their pre- battle identification: 1.4 Momentum Newtown: “Sullivan’s Hill” and “Butler’s Creek” The Americans begin the game with one Momentum Chit. Oriskany: “Bloody Creek” 1.5 Deployment Both sides deploy their units either I. Prepare for Play by the at-start hex or turn of entry indicated on the counters. 1.1 Game Length At-start hex Turn of entry The game begins at 8:00 AM (Turn 1) and ends at 7:00 PM (Turn 12) unless either a Decisive or Substantial Victory is achieved prior to the final turn (see Section II). 1.6 Optional Unit Selection Both players must agree on the use/disuse of the Optional 1.2 Player Order Seven Nations Indian player combat unit (Rule 6.2) before Only the American player moves on Game Turn 1, there- rolling for Indian Honor (Rule 1.7) or Pre-game Indian after the player order is determined randomly per Series Enhancement (Rule 1.8). Rule 6.0. © 2013 GMT Games, LLC 4 Newtown Exclusive Rules 1.7 Indian Honor 2.4 Marginal Victory The Indian player rolls on the Indian Honor Table to de- If neither player achieves a decisive or Substantial Vic- termine which combat unit begins the game with honor tory by the end of the game, the American player must (Rule 5.1). have at least 9 more VPs than the Indian player to earn an American Marginal Victory. Any other result is an Indian 1.8 Pre-game Indian Enhancement Marginal Victory. • Set the following markers and Random Event combat units (labeled RE) aside for use with the Pre-game In- 2.5 Victory Point Schedule dian Enhancement Table: War Dance, French Margaret, 2.5.1 Leader Casualties: See the Leader Loss Table. Visions, Big Medicine, Wampum Belt, Tiahogwando, 2.5.2 Indian Player Only: 2 VPs are awarded if the Cattle Capt. Montour, 8th Foot, and Mohawk Valley. Herd is captured (see Rule 6.5.3). • The Indian player rolls on the Pre-game Indian En- hancement Table and applies the result. 2.5.3 American Player Only: VPs are awarded if there • The Table will indicate which marker or RE combat are no Indian player combat units in any breastwork unit, if any, is required and how it is to be applied. hexes at the end of the Indian Final Movement Phase on Turns 5-8 (based on a sliding scale shown on the Game 1.9 Activation Markers Turn Track). Place the Breastwork Abandoned marker on 1.9.1 Pre-Game Marker Placement – Indian Player Only the Turn Track as a reminder. If the Indian player subse- quently occupies at least one breastwork hex there is no • Place Activation-Movement markers for each Indian further VP adjustment. tribe/clan in an opaque container. • If the Seven Nations unit is in play (Rule 1.6), add its marker to the container (Rule 6.2). III. Series Rules Variations • If the Onondaga unit is in play (Rule 1.8), add its marker 3.1 Leaders to the container (Rule 6.3). 3.1.1 Indian Seniority: The Indian player has three 1.9.2 Marker Additions During Play Leader units: Old Smoke, Colonel John Butler and Corn- • The moment that American player and planter. The following rules apply to these leaders: Indian player combat units become adja- • Old Smoke & Cornplanter can command any Indian units. cent to one another, the Combat marker is • John Butler can command Butler’s Rangers, the 8th Foot immediately added to the container. [Platoon or Battalion] and the Mohawk Valley Militia. • As soon as Indian Resolve is triggered (Rule • If Indian and non-Indian units are stacked together with 5.4), the Indian Resolve marker is added to John Butler and Cornplanter, the Indian player may the container during the End Phase of the designate either of these leaders to command the entire Indian Player Turn. stack. Old Smoke cannot command a mixed stack. 1.10 Opportunity Cards (Rule 4.2) • If Butler has the Wampum Belt, he may command Each player draws one card from his or her respective deck. Indian units alone. • Joseph Brant is a demi-leader for himself, II. How to Win the Mohawk Valley Militia and any Indian units with whom he is stacked. 2.1 Indian Decisive Victory 3.1.2 American Seniority: The American player also has Eliminate 7 SPs of American combat units (except artil- three Leader units: Major General Sullivan, Brigadier lery). General Clinton and Brigadier General Poor. All Ameri- can leaders can command any American-controlled units. 2.2 American Decisive Victory Destroy every Newtown hex (Rule 4.1). 3.2 Retreat Priorities 3.2.1 Indian Player: The Indian player retreats toward 2.3 Substantial Victory Newtown or hex 1408 if possible. Either side can achieve a Substantial Victory as indicated 3.2.2 American Player: The American