Exclusive Rulebook
Total Page:16
File Type:pdf, Size:1020Kb
Germantown 1 EXCLUSIVE RULEBOOK Game Design by Mark Miklos & Bill Madison T A B L E O F C O N T E N T S I. Prepare for Play ............................................ 3 3.6 American Surprise ................................. 6 II. How to Win ................................................. 4 3.7 Wayne’s Fury ........................................ 6 III. Special Rules .............................................. 4 IV. Special Units .............................................. 7 3.1 Fog ....................................................... 4 4.1 Ewald .................................................... 7 3.2 Stephen’s Shame ................................... 4 4.2 PA State Foot & 5th Pennsylvania ......... 7 3.2.1 Movement Procedure.................... 4 4.3 PA Rifle Regt, PA State Foot & 5th PA .. 7 3.2.2 Friendly Fire Procedure ................ 5 4.4 American Vanguard ............................... 7 3.2.3 Effects of Panic ............................ 5 Historical Summary.......................................... 8 3.3 Initial British Movement Restrictions .... 6 Germantown Orders of Battle ........................... 12 3.4 Reinforcements ..................................... 6 Germantown Countersheet Manifest ................. 14 3.5 American Militia Bombardment Zone ... 6 Sequence of Play .............................................. 16 © 2010 GMT Games, LLC 2 Germantown Germantown Combat Units Replacement Counters BRITISH Player The counter sheet includes 7 replacement counters for Volume II in the Battles of the American Revolution series: The Battle of Brandywine. 1. Grenadier Guards: This unit replaces the 1st Foot Guards and has also been modified Tan with red stripe: British Regulars to include grenadier-style headgear. Tan with yellow stripe: Provincials The following units have all received corrections to Tan with green stripe: Hessians their uniform specs: AMERICAN Player 2. Bland’s Horse 3. Spencer Light blue with dark blue stripe: Continentals Light blue with light blue stripe: Continentals (Greene’s Wing) 4. Old Eleventh Light blue with no stripe: Patriot Militia Most but not all American combat units feature a white letter designation. This indicates formations 5. Hartley as follows: A = Armstrong’s Brigade C = Conway’s Brigade G = Greene’s Division 6. 7th Pennsylvania M = McDougall’s Brigade Mx = Maxwell’s Brigade N = Nash’s Brigade 7. Lady Washington’s Horse S = Sullivan’s Division Sm = Smallwood’s Division St = Stephen’s Division W = Wayne’s Division CREDITS GAME DESIGN: Mark Miklos & Bill Madison ART DIRECTOR: Rodger B. MacGowan MAP: Charles Kibler COUNTERS: Rodger B. MacGowan and Mark Simonitch PLAYBOOK LAYOUT: Charles Kibler PLAYTESTERS: Don Hanle, Jack Joyner, Charles Orndorff and David Stiffler PROOFREADER: Jonathan Squibb PRODUCTION COORDINATION: Tony Curtis PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch © 2010 GMT Games, LLC Germantown 3 I. PREPARE FOR PLAY 1.7 Sequence of Play 1.1 Fortified Hexes & Hexsides • Initiative Determination (Beginning Turn 4) • Fog Check (Turns 4-6 Only) • The Chew House (hex 3313) is considered a fortified » hex (see Terrain Key & Terrain Effects Chart). Fog is automatically “dense” on Turns 1-3 and weather is automatically clear on Turns 7-10. • Fieldworks are located along hexsides 3724-3624, “Ewald’s Barricade” & hexsides 3907-3908, “Luken’s • Move Stephen’s Formation (Beginning on Turn 2, Mill Flechette” (see Terrain Key & Terrain Effects American Player Only) Chart). » Consult Stephen’s Movement Table for random direction. 1.2 Player Order • Friendly Fire Check (Beginning on Turn 4, American • Turns 1-3: American followed by British Player Only) • Turns 4-10: Random Player Order » Friendly Fire can only occur once in the game. Afterward, this step is skipped in the Sequence 1.3 Game Length of Play. • The game begins at 5:20 AM (Turn 1) and ends at 2:20 • Movement Phase PM (Turn 10) unless either side achieves automatic » Reinforcements victory. • Rally Phase 1.4 Army Morale » Panic Recovery • British: 14, American: 13 • Rifle Fire Phase • Defensive Artillery Fire Phase 1.5 Momentum » Includes off-board militia bombardment during • The American player starts with 1 Momentum Chit. clear weather 1.6 At-Start Set Up • Close Combat Phase • All units with 4-digit at-start location num- • Advance Game Turn Marker bers are placed on the board in the corre- sponding hexes. • Units with turn of entry designations are placed on the Game Turn Track as reinforce- ments. © 2010 GMT Games, LLC 4 Germantown II. HOW TO WIN 2.1 Decisive • British Decisive Victory: » Case (1): Eliminate or capture 17 or more SPs of non-militia non-artillery combat units, including SPs lost among reduced units still on the board. » Case (2): If Washington is a casualty, the number of SPs required for Decisive Victory is reduced to 12. » NOTE: When counting lost SPs for Decisive Victory purposes, Panicked units that retreated off the board are counted although they do not III. SPECIAL RULES count for VPs when calculating Marginal Victory. 3.1 Fog: • American Decisive: • Turns 1-3, fog is automatically “Dense.” » Case (1): American Army does not panic; Occupy • Turns 4-6, American player rolls on the Fog Table (see British entry hex “B” (hex 4617) with a combat map). unit other then artillery at the end of any game • Turns 7-10, weather is automatically “Clear.” turn without any British combat units adjacent. » Case (2): American Army Panics; Simultaneously 3.1.1 Effects of Dense Fog: occupy or be the last to have occupied the Chew • Maximum artillery range is reduced to one House (hex 3313) and occupy Market Square (hex (adjacent). 3915) with combat units other then artillery at the • Movement is normal along roads, lanes, end of any game turn without any British combat and trails. units adjacent. • Strategic movement along roads and lanes is permitted 2.2 Substantial according to Series Rule 9.52 • Movement is reduced –1 MP if any portion of a unit’s • Same as Series Rules. movement path is off of road, lane or trail. 2.3 Marginal • –1 DRM to Friendly Fire Check (American Only) • American Marginal Victory = 2 or more American VP 3.1.2 Effects of Moderate Fog: margin. • Maximum artillery range is reduced to 2 • British Marginal = 2 or more British VP margin. hexes. • Any other outcome is considered a draw. • –1 DRM to Friendly Fire Check (American 2.4 Objective Hexes and Leader Casualties Only) 2.4.1 Chew House (hex 3313) is worth 1 VP to the British 3.2 Stephen’s Shame player if he occupies it at the end of the game. 3.2.1 Movement Procedure: Stephen’s move- 2.4.2 Market Square (hex 3915) is worth 1 VP to the ment precedes the regular American movement American player if he occupies it at the end of the game. phase. 2.4.3 Leader Casualties: See Leader Summary Table on • Beginning on Turn 2, the American player rolls on Player Aid Card. Stephen’s Movement Table (located on the map) to determine the direction the units in Stephen’s Division will move. » Exception: Units in Stephen’s Division that in- tend to have combat with adjacent enemy combat units are exempt from this die roll. ■ HINT: The American player should rotate these units 90° to indicate their intention to remain in place for combat. © 2010 GMT Games, LLC Germantown 5 • Stephen’s units must conform to the line-of-march • Units roll individually on the Friendly Fire Table (see required by the die roll. These units must move their map) to determine if an incident occurs. The American full movement allowance if possible, including the use player may resolve potential Friendly Fire in any order of strategic movement if they begin on a road or lane he wishes. and are not adjacent to enemy combat units. » If the result is “No Effect,” remove the Friendly » When using strategic movement, the last hex Fire marker. entered must conform to the compass heading » As soon as the first unit experiences Friendly Fire, mandated by the die roll. flip its Friendly Fire marker to the “Panic” side • On Turns 2, 3 and 4 a directional die roll of nine will and remove all remaining Friendly Fire markers. yield a “No Restriction” result. In such cases the Ameri- Friendly Fire can only occur once in the game. can player may not voluntarily march Stephen’s units » Reduce American Army Morale by 1 the mo- off the board. Voluntarily abandoning the field of play ment that Friendly Fire occurs. This reduction is forbidden. in Army Morale is a one-time event. • If any of Stephen’s units marches off the board due to • Every unit stacked with or adjacent to the the random direction assigned by the Stephen’s Move- unit in panic is now also marked with a Panic ment Table, those units may not re-enter play. marker, as are all units adjacent to those units, » Reduce American Army Morale by 1 the first including artillery but excluding units without time this occurs. This reduction in Army Mo- formation designations. rale is a one-time event. » Note: Players are not limited by the counter mix Design Note: Major General Stephen was drunk on duty when placing Panic markers. If more markers are and later court-martialed and cashiered for his role in needed use any suitable means. the American defeat at Germantown. 3.2.3 Effects of Panic: 3.2.2 Friendly Fire Procedure: Beginning on Turn 4, • Units in panic immediately retreat 4 hexes toward the whenever units in Stephen’s Division end their movement NW map edge, if possible, following all other retreat stacked with or adjacent to units from other formations, rules as normal. there is the possibility of a Friendly Fire incident occur- • Units in panic that retreat off the board may not re-enter ring. play (see 2.1 for effects on British Decisive Victory conditions). • Place a Friendly Fire marker on every unit » Reduce American Army Morale by 1 the first or stack of units from Stephen’s Division that time this occurs.