Welcome to Real Time Wargame Rules from Bernie, Brian, Gareth, Keith & Martyn
“THE WORLD TURNED UPSIDE DOWN”
Wargame Rules for
the American War of Independence
The War for the American Colonies are a fascinating mix of political and military
interaction. The strategy of the war is randomised by the orders the British receive
each fall, such as Cut-Off New England, Southern Expedition, Occupy coastal locations
etc. Thus the frustration of a constantly changing strategic policy with ever fewer
troops and a rising French intervention makes for a very challenging campaign system.
It is not easy for the Americans either as they have to commit a lot of their operational
activity raising troops, collecting supplies and trying to rid themselves of their
more incompetent generals. The battlefield rules have a battlefield generator system
depending upon where the battle is fought and has a novel non-tape measure means
of showing movement to the key battlefield locations.
Scope: The game combines a set of battlefield rules with a campaign system to fight
the war. The battles have two scales: Tactical Scale where there are under 10,000
involved & Grand Scale where there are over that number. There is also a system for
generating one-off battles if you do not want to use the campaign system.
Book: 51 page ring bound rules with colour cover with b&w content. There is a two-page
playsheet, which is also the back cover.
Game Aids: Two A3 colour maps (one for Northern Theatre, one for South), A4 page
of coloured campaign counters, two Army Strength Tables (one for each side), Victory
Table, Operational Table (tables showing how operational points are spent, American
Recruitment, French intervention etc), three sheets of Fate Cards & 1 A4 sheet to
show table-top losses and army breakpoint. A4 colour campaign sheets, showing prestige
points, number of battles fought and status of leaders. There are 3 A4 card sheets
of the various strategy cards used in the battles.
25 x 20 mm
25 x 30 mm
60 x 20 mm
20-30 x 20-30 mm
Two American Militia units - the flags denote morale (more flags the poorer the unit),
the officers denote combat effectiveness (movement and combat)
Woods, Rough ground, roads, fields, marsh are used to denote routes between key terrain
British Light Dragoons - the battles rarely had cavalry, which is a shame, because
the AWI Pendraken cavalry are some of the best we have seen.
A lively firefight over a small village.
(Smoke markers are used to show ongoing firefights)
Time Scale: Tactical 1 Turn = 10-15 minutes; Grand Scale 1 Turn = 20-30 minutes
Table Size: 7 x 5 ft
Figure/Base ratio: Figures per base according to pocket. In the rules using 10 mm
figures bases have 4 infantry, 3 cavalry or 1 gun and 2-4 crew per base. Tactical
Game Ratio is approx 1:4 to 1:6; Grand Scale Ratio is approx 1:15 to 1:25.