The 1776 Winter campaign

Seventh turn  November III week 1776 American HALF
Weather has changed to clear

The American have finished their move. They are with drawing to Moristown, but is an Brave counter attack Washington (Jack) has been able to concentrate troops and attacked the British CinC in Newark ... Battle soon to come ... 19 Regt. against 3. And what a desaster!

Howe is dead! Long live Clinton! The Britons have to reform somehow and another follow up  or 2nd battle of Newark is looming -  when the British will move ...

Sixth turn  November II week 1776
Weather has changed and its raining, movement is minus 1!!

The American were continuing fleeing down to Morristown, and were giving up their eastern position trying to screen with Militias ...

Good News France has acknowledged the Partiots cause - so some supply additions in the future are maybe to be expected ... and the Loyality index swings in favour of the Patriots  (for 2)

The British (Grant) have started to move on (West-) Hackensack, Gen. Howe move towards Belleville of what looks like a pincer movement, while Gen. Clinton sets over the Hudson to threaten Gen. Lee. Again some Militia tried heroically in vain to slowdown the inevitable advance of the crown forces ...

Fifth turn  November I week 1776
Weather was clear, the American were fleeing down to Morristown, and trying to hold open (west-) Hackensack as long as possible. The Brits in the North were preparing for Landings and waiting for late comers. The same in the south, Howe tried to concentrate in Bergen and Grant organised his troops in Orangetown. No skirmishes.

Forth turn October IV week 1776
Weather is clear, Americans have moved further away. The bulk of their army seem to be on the road from Oakland to (West) Hackensack. A spy was successfully deployed with the British and further intelligence was gained.

The British have moved. Gen. Howe captured Bergen and (East) Hackensack. Gen. Grant converged his army onto Orangetown and Gen. Clinton moved onto Peekskill, where the last Rebel Militia east of the Hudson made its last stand and lost.

Campaign odds:
British vs American = 1:9
British vs American = 2:0*
*automatic retreats of outnumbered units, even if destroyed, are not counted as victories

Third turn October III week 1776
Weather is clear, Americans have diversified their directions of their divisions.
Col. Lincoln had tried to make a stand at Pleasantville, but was routed by the 17th Dragoons of Cornwallis. The Militia are further in retreat up north, while Cornwallis and Clinton are n their heels.

Grant has decided to ferry across the Hudson and has landed in several positions. Waiting to pursuit the rebels asap.

Howe has crossed over with engineers and broke the encirclement of Militias and occupied (East) Hackensack and Bergen!

Second turn October II week 1776
Weather is clear, Americans have made it over the Hudson and are struggling to find their footing. Being chased directly by their enemies, Commander in Chief Gen. How managed to set over also and take (an rather unguarded) Fort Lee. This will continue to put pressure on the American retreat.

Clinton sent Cornwallis to swoop up the remaining Militia of the right bank of the Hudson. Despite the chasing of v. Donop and v. Mirbach most of the Militia escaped, but now at Pleasantville Col. Lincoln has been called in to make a stand. But Alas the Crown forces prevailed and killed poor Lincoln and three Militia Regiments.
Further Battle rapport under:

aaand starting now:
Campaign odds:
British vs American = 0:3
British vs American = 1:0*

*automatic retreats of outnumbered units, even if destroyed, are not counted as victories
Gen. Maj. Grant with his Division has been ordered to cross the Hudson with the help of the Navy.

End of 1st turn.
Rule update: Battle victories and Loyality index
Instead of 3 LI per battle, I will make this more dependable from the sizes involved.
1LI for 1 Brigade battles and below, 1-2 LI for 2 Brigade battles (like Ft Washington) and 1-3 LI for any bigger ones.  The defeated army size counts (obviously). Also Militias only count if they are at brigade size (3) all others are count as lowly detachments, who would run away anyway ... As one can see you can end up with less LI modifier than you deserve, but such might be the deceiving reception of the public.

(Thursday 10th December) Ft Washington has fallen - end of 1st turn/week of the campaign
8 American regiments go into captivity - loyalty in upper new York is slightly changing for the crown

Its October the 1st Week and the American fled successfully over the Hudson and into the surrounding area. The British divide troops and set immediately after them. Howe and Knyphausen join in for the kill at Fort Washington.

(Sunday 16th August) The weekend game - White plains - Chatterton Hill
Battle of White Plains ends with a sounding defeat for the Americans. Washington can get away with most of his Army, but has to pay a high price for this 14 Regiments  need to be sent to home for recruitment or have to be fused into other Regiments.
List of losses:
British: 17th Dragoons and the Musketeers Leib Regt.
Americans: Haslet‘s Delaware Regt., Pennsylvania Riflemen Regt., 1st Conneticut State Levies,5th Conneticut State Levies, New Jersey State Regt., 2nd Rhode Island State Regt., 1st New York Regt., Small Wood‘s Maryland Regt., 3rd New York Regt., 19th Continental Regt., Graham‘s Militia Regt., Brook‘s Militia Regt., Mosley‘s Militia Regt. and an Artillery train.
North America Map October 1776 before the battle

(Thursday 30th July) the Roles are cast - The Generals are briefed
The Kick-off battle will be slightly timed earlier (at the beginning of October instead of the 28th, just to get more turns before the winter  comes.

Capturing Commanders (only player characters):
As it would be unfair and nearly impossible to “catch” or capture commanders (in BP) (and we know they are all on horse, if push comes to shove, no unit, not even Cavalry could catch them, unless they would be so suicidal and attack with a unit the enemy they want to get away from …

So ALL Player commanders (and only them) are being regulars commanders in all regards apart from:

1. They are to surrender/ being capture if within the closing fire distance of 6” on their own. Then they can decide if they want to get captured or getting killed …

I think it is safe to assume that even light cavalry have enough fire power to arrest or kill a fleeing general in close proximity.

2. If they are within a unit, of course this unit needs to be defeated or broken - then the victor can decide if the player is captured or killed.

3. If they are within a BUA the “chasing” unit needs to get into the BUA, of course. Then again the player can decide (get killed or get captured).

4. If they are in a BUA WITH a unit - the chaser needs to break the unit successfully - same as with a normal unit - after the break up the victor can decide again over life (in imprisonment) or death of the captured.

Other rule additions:

Can be either out of wood, and have 2+1d6 structure points, or being made of stone 4+1d6 structure points (SP).

SP can only be destroyed by artillery hits. One hit is 1 SP gone. if all SP are gone the BUA collapses with 1d6 hits on the internal unit, hitting on a 2 to 6. the unit can decide to leave the BUA and get only 1 auto hit. the BUA ceased to exist and turns into a normal obstacle by the rules.

Obstacles: stone walls have (per 12”) 3 SP and wooden fences 2 SP. After reduced to 0 they cease to exist.

Setting fire to BUAs: units can advance to a building (i.e. being in touch) without shooting or combat in that turn (time and action needed to set it a light) - then the fire will destroy 1 (1-3) or 2 (3-4) SP per turn.

Combating fire: Units can try to put out the fire if they can form a skirmisher line (1” between each stand and the source and the BUA) to a nearest water resource (swamp, river lake shore etc.). This unit cannot shoot or fight and if attacked or broken the “putting out fire effect will stop immediately. If a unit does put out the fire in this way the fire will destroy normally in that turn the unit started the “putting out the fire” action, the next turn the fire will just do 1 SP damage, and will be out the next turn.
Attacking at night (camps):
Single units (mostly Militia or Loyalists or Dragoons or Riflemen or Jaegers or LI) are exempt and cannot be attacked at night, as we presume these units will try to block, (i.e. guerrilla ware fare) invading troops and try to be as invisible as possible. For the sake of the game and our sanity we presume they automatically succeed in this.

The Attacker (invader of the hex) has a chance to attack the multiple units force (i.e. 2 onwards) in their camp if:

The invader roll of initiative is higher than the defender (1 d6 each). This represents just the possibility within a week that this opportunity can happen. We can imagine that the invader is following the defender and if the defender roll is higher the defenders scouts have detected the attacker, then no night time attack is possible. We have a time frame of 1 week, that is not much to find the enemy in that prone situation.

If LI or Militia or Loyalists or Jägers are part of the force they deliver a non- cumulative +1 to the roll. If the single BUA is a randomised one in a wilderness (as a part of a table top set up chart, i.e. really a single house/farm) its gives the defender a +1 on the initiative roll.

If you use a scout card i.e. indians you get a +1 additionally.

No night time attack is possible on BUAs such as villages air towns or other settlements.

On a night attack the visibility is reduced to 12”. the defender units are all asleep apart from on watch unit in skirmisher mode around the camp.

The alarm can be raised if; the attacker come within sight. or starts to shoot or if a random noise event (cracking wood) 2in6 happens within 30”. (to be checked each round. If the alarm is raised the “sleeping” units do nothing in that turn other than form a formation, which after they can resume normal for the next turn.
River mouth hex not crossable not fords - chance of a ferry (1-3)d6
River 3 hexes after mouth hex not crossable ; at least 1 ford
Mid river: crossable by 2 moves and 1 ford
from spring to mid river 1st 3 hexes : crossable by 1 moves and 1+ fords


General rules Recap:
In my opinion it seems to me that Black Powder was designed to free the movement of cumbersome rules and the main pivot point is the leader/flag stand. Again some freedom is allowed if we deal with even numbered stands.

Changed Order of turn:
First: Initiative moves and charge order placement (to declare charge intentions)
Second: Shooting
Third: rest of Orders Movement and then Hand-to-hand combat

Fatigue rule: The 1st Movement at 100%, the 2nd Movement at 50% and 3rd at 25%, all distance rules apply as in the rulebook. To reform a unit still needs 1 full movement regardless of its percentage, for example: a Light Infantry line can move 100% (of 12”) the reform to skirmish formation and then move 25%, if the unit rolled for 3 movements, 

Yes, Sire we can, but I wouldn‘t dare to advise, Sir!: As by the rules charges can be attempted by interpenetrating units or units need/are forced to get quickly out/into of woods, for example: when ever a unit is forced or attempts to do 2 moves at once or penetrates a unit this unit suffers from disorder. 

(Other interpenetrating rules: Only possible with units not affected by disorder.)

In dubio pro reo: Units can get stuck in front of a unit and get withered down without moving by enemy fire while they are disordered. (Only Elites can “free” themselves by their bonus). Now with this rule every unit can, but at the cost of additional hits. It will be assumed that the additional hits are automatic and sufficient enough to bring the unit into a shaken status. So your disordered unit (under fire) can retreat and avoid extinction, but will definitively need some good words afterwards from the commander (called rally order), as many fellows were hit in the back while getting away from being pinned down.

Useful Rules (adapted): 
Otherwise I like to “tweak” or adapt rules by using the “useful rules” to be more flexible and to put the responsibility of remembering the damn thing to the player who has actually to deal with those special troops.

Unreliable: No Move on = Command roll
First Fire: +1 Shot on first fire, Continentals (1in3), Rebel Militia Never
Marauders: Ignore distance modifiers to Command
Elite: undo disorder by a roll on 4+ in 6
Crack: Re-roll morale if you have no casualties, Continentals and French (1in6), Rebel Militia Never
Steady: On successful command test pass first Break test
Bloodthirsty: Re-roll failed attacks first turn
Skirmish: Cannot charge Line, -1 to hit on H2H,+1 Shooting, -1 to shoot at if in Skirmish., half Movement in Woodland except Indians
Sharpshooters: Can re-roll one missed shot per turn
Wavering: Breaktest when take casualty

New Useful Rules
Dense close order:  Movement: -2”, Shooting: +1 dice when shooting, Enemy re-roll 1 missed dice when shooting at them

British Bayonet Charge:  All British line (including Grenadiers and Light Infantry) "add" -1 to a break test of unit that lost the combat round with them (in case of a draw always the British wins!!!). It MUST be stated before charge. Can only be ordered by Commanders with Rating 8 or higher. IF the British loose the melee however the opponent can "add" -1 to the British break test.

Army differentiations:
Unit sizes from "La Petite Guerre" to "Black Powder":
The Units entering a hex/battle are all perceived to be at normal size
(very few combined battalions such as Grenadiers or Light Infantry battalions or the 71st are actually large)
Units suffering attrition are “understrength”. 
Units suffering “unsupplied” status are one unit size lower than perceived.
Dragoons and Skirmishers such as Riflemen or Jaeger units are always small.
• As the Americans have the ability to reform their units and regiments into larger ones before the start of a battle, never within a table top one: 1776 just their militia units, later 1777 also their continental regiments
• The British (and the Hessians) can just combine Light Infantry or Grenadiers into larger regiments.

Combining two units must be of same quality (supply and attrition status from "La Petit Guerre") and will raise the the size by two, large being the maximum one can combine, i.e. 2 normal units would be as one large unit, two tiny units would built one understrength one.

Different unit sizes 

Different troop qualities 

Different troop qualities changing per year

Battle field randomisation
If troops are meeting in a hex (in LPG) for combat, the player can either choose to resolve by board game rules or by table top.
Naturally the table top embellishment should reflect the nature of the geography of the hex.
The table size can be either 6x4’ or 8x6’, as player agree and see fit. The side of the table should be decided by dice.
A)  The Reinforcements from the adjacent hexes, will appear on their players side of the table after 1-4 turns.
B)  The Reinforcements from two hexes afar, will appear on their players side of the table after 2-8 turns.
C)  The Reinforcements from three hexes afar, will appear on their players side of the table after 3-12 turns.

Battle deployment/ time reinforcements will arrive
The Attacker can end the battle at any point after 1-6 turns - calling for a retreat and loose the battle with -1-3 on Loyality Index on LPG.
• The Defender can only call a retreat (and loosing the battle -3 on Loyality Index on LPG) after the last reinforcement has come in or after 3-12 turns which ever is the longest.
• What units are left on the table are being “rebuilt” FULL strength on the board in their former state, i.e. if they were understrength they emerge as understrength out of the battle regardless of their battlefield status. Only Broken units deemed to be destroyed or deserted.
• BUT Participated units can only move 1 hex next turn regardless (in LPG).

Procedure for battles on the cardboard:
1. Attacker ALWAYS has to state first IF and WHO he is going to call for reinforcements and IF he adds any Game cards etc. AND if he aggrees to do the dice version (non-table top) (on ratios 3:1 and higher).
and THEN
2. its the defender‘s turn to state the same, he will given the amount of troops he get attacked with initially (not the troop quality or any info about possible reinforcements, that will become only clear on the table top)
3. if both agree to do the dice version (non- tabletop) only then this will take place, still Reinforcements will be called and possibly march, cards will still be played/discarded.

The Base formula is: For example for Infantry : 5 (average to reach the other short edge)+ (2 turns, average to kill the unit) -+ 3 turns (Luck, incl. blunder, missed orders rolls, 3 movement rolls, good/bad combat/firing outmanouvering etc) = 5 + 2 +- 3turns
for Cavalry (if outnumbering) 3 + 2 +- 3 turns
The Defender then needs to under roll this with 3d4! (number or turns that is mandatory to stay in the field!) if he succeeds the unit gets away, looses the battle otherwise the the battle and the unit is lost (the attacker does not lose any unit).

The Reinforcement dice is against the one WHO IS CALLED! I-e. the higher commands have a better chance to march to the sound of the guns and to act on their own initiative.
Reinforcements just get another movement (all other movement conditions still apply, i.e. rain, snow, terrain, battle reorganisations etc.)

The Battle field features will be distributed randomly as well as who is deploying on which side:

The Basic Battle field has 25% coverage  of wood and a road leading from one opponent’s side to the other. Features like Settlements, roads and rivers will be “added” towards the table top terrain.