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Monmouth Special Results

American British Initiative Special Results


Army Morale 00
Leader Lapse 1 1 Army Leader cannot trace LOC or use his CR. A second result negates the first. (6.2b)
Confusion* 2, 3 2
Free Combat* 4, 5 3, 4 Pick a Command for a Fire Combat or CC Segment. Initiative required. (6.2d)
Special Rally* 6 5, 6 Pick a Command and perform a free Disorder Recovery Phase and Rally Phase. (6.2e)
7, 8 7, 8 Pick one Command for a free Movement Segment (only). Initiative required. (6.2f)
Battle Tempo 9 9 Move End Turn marker up or down one space. (6.2g)
*Only one of these events can be applied to a Command in a single turn.

American British Infantry Fire Combat Special Results (*see Leader Loss Table)
Free Fire 0*, 1 0*, 1 Roll two times and the firing units are Disordered. (6.3b)
Full Volley 2*, 3 2*, 3, 4* Double the Fire Strength and reroll. (6.3c)
Poor Discipline 4*, 5 5 Move the odds column one column to the left and reroll. (6.3d)
Blowing Smoke 6*, 7 6*, 7 If 1 hex range: Reroll and subtract 20 from result. If 2+ hex range: No effect. (6.3e)
Ammo Low 8*, 9 8*, 9

American British Artillery Fire Combat Special Results (*see Leader Loss Table)
Rapid Fire 0* 0*, 1 Reroll two times. (6.4b)
Accurate Fire 1 2*, 3 Shift odds column 1 to the right and reroll. (6.4c)
Wild Fire 2*, 3 4* A stack adjacent to the target becomes the new target. (6.4d)
4* 5
Blowing Smoke 5 6* If 1 hex range: Reroll and subtract 20 from result. If 2+ hex range: No effect. (6.4f)
Ammo Low 6*, 7 7, 8*
8*, 9 9 Fire has no effect and firing unit limbers. Morale Check (J) for firer: +5 to ER. (6.4h)

American British Defensive Fire Combat Special Results (*see Leader Loss Table)
Whites of Eyes 0*, 1, 2*, 3, 4* 0*, 1, 2*, 3, 4* Shift odds column 1 to the right and reroll. (6.5b)
Premature Fire 5, 6*, 7 5, 6*, 7 Halve the Fire Strength of the firers (rounded) and reroll. (6.5c)
Blowing Smoke 8*, 9 8*, 9 Defensive Fire is cancelled. (6.5d)

Leader Loss Table Close Combat Special Results


Fate Pick any enemy leader.
(6.6a) 0 0 = Killed, 1 = Wounded**, 2-9 = no result. Roll 1) Apply SP losses

The Lucky Shot 2) *Roll for Leader Loss for all


1-2 0 1M 3* M leaders who gave a CV bonus
(6.6b) 0-3 = Killed, 4-7 = Wounded**, 8-9 = no result to the units:
1 2* M 2* M 0-3 KIA
In the Line of 4-9 no effect
Fire (6.6c) 3-6 0-2 = Killed, 3-5 = Wounded**, 6-9 = no result 2 2M 3* M 3) Rank all stacks by ER using
Morale Check (G) modifiers.
Braving Enemy
7-9
Roll for each enemy leader in the target hex*. 3 2M 2* M
Fire (6.6d) 0-2 = Killed, 3-5 = Wounded**, 6-9 = no result 4) Each stack makes a Morale
4 2M 3* M Check (G) in rank order from
worst to best.
*Subtract 1 from roll if firer is Artillery at 1-3 range or Skirmishers.
**Wounded Duration is equal to a single die roll, halved and rounded.
5 3* M 2M 5) If a Morale Check is failed,
the failing stack loses 1 SP and
Pursuit Special Results [Re-roll of ‘0’ is zero Pursuit Points] 6 2* M 2* M routs.

No Quarter 0-1 7 3* M 3M 6) If units are left to fight on


both sides, re-fight the CC.
No Control 2-4 Certain CC modifiers do not
8 2M 1* M apply to refights.
Hesitation 5-7
No Pursuit 8-9 9 3* M 2M
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Close Combat Card
Mod. Mod.
Close Combat Dice 1:3 1:2 1:1.5 1:1 1.5:1 2:1 3:1 4:1 5:1 6:1 Dice
Roll Roll
A D A D A D A D A D A D A D A D A D A D
Results Table 10+ 1R 1 2R 1 3R 1 3R - 3R - 3R - S - S - S - S 10+
9 1R 2R 2R 2R 1 3R - 3R - 3R - S - S - S 9
Close Combat Results Key 8 1R 1R 2R 2R 1 3R 1 3R - 3R - 3R - S - S 8
1,2,3: Strength Points Lost (14.2) 7 1R 1R 1R 2R 2R 1 3R 1 3R - 3R - 3R - S 7
D : Disorder (14.3) 6 M M 1R 1R 1R 2R 2R 1 3R 1 3R - 3R - 3R 6
M : Morale Check (14.4) and
possible Refight (14.5) 5 M M M M 1R 1R 2R 2R 1 2R 1 3R 1 3R - 3R 5
R : Rout (14.6) 4 1R M M M M M M 1R 1R 2R 1 3R 1 3R - 3R 4
S : Surrender (14.7) 3 1R M M M M M M 1R 1R 2R 1 3R 1 3R - 3R 3
-: No Effect 2 1R M M M M M M M M 1R 1R 1 2R 1 3R 1 3R 2
1 1R 1R M M M M M M 1R 1R 2R 1 2R 1 3R 1
Close Combat Sequence
1. Attacker Designation (13.1) 0 2R 1 1R M M M M M M M M 1R 2R 2R 1 3R 0
2. Attacker Morale Check (13.2) -1 2R 1 1R 1R M M M M M M 1R 1R 2R 1 3R -1
3. Charge Movement (13.3), -2 2R D 1R 1R M M M M M M M M 1R 2R 1 2R -2
Defender Reaction (13.4), &
-3 2R D 2R 1R 1R M M M M M M 1R 1R 2R -3
4. Combat Designation (13.6) -4 3R D 2R 1 2R 1R 1R M M M M 1R 1R 2R -4
5. Individual CC Resolution -5 3R D 2R D 2R 1 1R 1R 1R M M M M 1R 2R -5
a. -6 3R - 3R D 2R 1 2R 1R 1R 1R M M 1R 1R -6
& Retreat Before CC (13.9)
-7 3R - 3R D 2R D 2R 2R 1R 1R 1R 1R 1R -7
b. Defensive Fire (13.10)
c. Attack Resolution (13.11) -8 S - 3R - 3R D 2R D 2R 2R 1R 1R 1R 1R -8
d. Combat Result (14.0) -9 S - 3R - 3R - 3R D 2R 1 2R 2R 1R 1R 1R -9
e. Advance After Combat (15.0) -10- S - S - 3R - 3R D 3R 1 2R 1 2R 2R 1R 1R -10-
f. Cavalry Pursuit (16.0)
Q .33 .5 .67 1.0 1.5 2.0 3.0 4.0 5.0 6.0 Q

Close Combat Resolution Procedure (13.11) Close Combat Modifiers (13.11c)

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BAR American War of Independence Fire Combat Card
Odds Odds
Result 1:3 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1 4:1 5:1 Result
Special Natural Natural Natural Natural Natural Natural Natural Natural Natural Natural Special
00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09

Opportunity & Defensive Fire


Result Result
Fire Combat Phase Fire

- 00-89 00-79 00-64 00-49 00-44 00-39 00-29 00-19 00-09 00-09 -
R 90-99 80-89 65-79 50-69 45-59 40-49 30-39 20-29 10-19 - D
1/M 100+ 90+ 80-99 70-99 60-89 50-79 40-69 30-59 20-39 10-19 1/D/M
2/M+10 - - 100+ 100-109 90-104 80-99 70-94 60-89 40-69 20-39 2/D/M+10
3/M+10 - - - 110+ 105+ 100-109 95-104 90-99 70-89 40-69 3/D/M+10
4/M+20 - - - - - 110+ 105+ 100-109 90-99 70-89 4/D/M+20
5/M+20 - - - - - - - 110+ 100-109 90-99 5/D/M+20
6/M+20 - - - - - - - - 110+ 100+ 6/D/M+20
Quotient .33 .5 .67 1.0 1.5 2.0 2.5 3.0 4.0 5.0 Quotient

Fire Combat Resolution Procedure A. Infantry Line SP Chart B. Fire Formation Chart
1) Determine the Fire Strength by multiplying the number of SPs firing by their
Formation Maximum SPs firing
Fire Multiple. The number of SPs firing is determined using charts A and B.
The number of SPs firing and Fire Multiples can all be modified (see chart C). 1 s:1 f:1 9 s:4/5 f:4/5 Artillery 8
The final Fire Strength may be modified by terrain.
2) Divide the firing units’ Fire Strength by the Fire Defense Value of the target 2 s:2 f:2 10 s:5/5 f:5/5 Attack Column 2
hex. This will result in a ‘Quotient’ number. Find the odds column that is less
3 s:3 f:3 11 s:5/6 f:5/6 General Order 6
than or equal to the calculated Quotient. The final odds column may be modi-
fied by terrain, or the optional enfilade and artillery height advantage rules. 4 s:4 f:4 12 s:6/6 f:6/6 Hook See Diagram E
3) Roll the dice and add any Fire Combat Diceroll Modifiers (chart C).
4) Cross-reference the modified dice roll with the correct set of results. For fire 5 s:5 f:5 13 s:6/7 f:6/6 Line 6 (see also chart A)
in the Fire Combat Phase use the results shown on the left side. For Oppor-
6 s:6 f:6 14 s:7/7 f:6/6 Skirmish 6
tunity or Defensive Fire use results shown on the right side.
5) Apply the results in the order listed: SP loss first, then any ‘D’ result, then any 7 s:3/4 f:3/4 15 s:7/8 f:6/6 Square See Diagram D
possible ‘M’ result. (A leader loss comes before any D or M result is rolled for.)
- An ‘R’ result means the target may return fire (12.10). 8 s:4/4 f:4/4 16 s:8/8 f:6/6
C. Fire Combat Modifiers
- A ‘Special Result’ will only happen on a natural roll of 00-09 (12.11). - Find a unit’s (or stack’s) SPs to
- A number result is the number of SPs lost. This number may be modified by show the stacking (s) and firing (f) SPs Firing Modifiers
the SP Loss Modifiers listed in chart C. parameters of an infantry unit or Partial LOS: SPs halved (rounded) [12.6f]
- A ‘D’ result is a Disorder Check (C) for Opportunity Fire, or a Disorder stack in Line.
Check (E) for Defensive Fire. Disordered: SPs halved (rounded) [12.3a]
- Stacking is shown after the letter ‘s’
- An ‘M’ result is a Morale Check (A) for all types of fire (12.9d). Only use and the number of SPs that can fire
this ‘M’ result if the natural roll was even. If, after all modifications to SP losses is shown after the letter ‘f’.
(see SP Loss Modifiers on chart C), 2-3 SPs are lost, add 10 to the target’s ER Fire Multiple Modifiers
- When the number of SPs results in
for this Morale Check. If 4 or more SPs are lost add 20. a grey box, the unit can form a 2 hex General Order: -1
Line. If it does form a 2 hex Line, Target enfiladed: +1
D. Square Fire Strength Distribution (12.2g) the number on the left shows the
X Y Fire Combat Diceroll Modifiers
A unit in Square formation can fire up to 8 SPs (4 SPs if number of SPs that can stack and
Disordered) into each of the three X hexes or each of the fire from the left hex and the number Each full odds ratio over 5:1: +10
Y X
three Y hexes but it may not fire into any combination of on the right shows the number of Defensive Fire vs. Cavalry: +10 (13.10g)
X and Y hexes. A minimum of 6 SPs is required to form X Y SPs that can stack and fire from the Defensive Fire vs. Infantry: +20 (13.10g)
Square—1 through 5 SP units cannot form Square. right hex.
Target Size (12.5)

4 9 9 5 3 3 6 Skirmisher: -10 25-32 SPs: +10


4/0 4/5 4/5 0/5 E. Hook 50% 50% 100% 1-8 SPs: -5 33-40 SPs: +15
2 4 9 5 3 6 3 9-16 SPs: 0 41-48 SPs: +20
2/0 4/0 4/5 0/5
Fire Strength 50% 100% 50% 17-24 SPs: +5 49-56 SPs: +25
NA

2
NA
2
Distribution 3 3 57+ SPs: +30
50% 50%
2/0 2/0
NA
Diagram NA NA
NA For target size, count each artillery SP as 4 SPs,
(12.3d) and each cavalry SP as 2 SPs.

SP Loss Modifiers (12.9h)


Target in Column, Limbered or Square:
SP losses x1.5 (rounded)

Target in Road Column or Routed*:


Target routs.

Artillery fires beyond its minimum range


at unlimbered artillery:
SP losses halved (drop fractions) [12.9f]

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A. Movement Actions (18.2) D. Close Combat Defender Reaction (13.4e)*
The Movement Disorder Check can be triggered by any of these issues: When: After the reaction is completed.
• Non-Clear Terrain Formation Change (8.7)* Pass: The reaction is completed with no other effect.
• Non-Clear Terrain Movement (11.2d) Fail: The reaction is completed but the unit is Disordered.
• Pass Through Movement [see box below] (10.7) ER Modifiers:
• Rapid March Movement (11.4)* +10 For each MP expended for the Facing/Formation change or
• Line Back Up Movement (11.7)* +40 If the unit’s entire movement allowance is expended
(*These actions cannot be undertaken if the stack is already Disordered.) -? Apply any Leader Modifier
When: At the end of the unit’s movement (for both the unit moving and (*This action cannot be undertaken if the stack is already Disordered.)
any units moved through).
Pass: No Effect. E. Defensive Fire Result (12.9e,i; 13.10e)
Fail: Disordered When: After the ‘D’ or SP loss Fire Result is applied
ER Modifiers: Pass: No effect on the unit.
+5 For each hex/hexside of triggering terrain* Fail: The unit is Disordered.
ER Modifiers:
(*+3 for Americans and British Light Infantry)
+5 If the stack is Disordered
+5 If the stack used Rapid March
-? Apply any Leader Modifier
+10 For each ‘Pass Through’ hex (10.7)
+5 If the stack is Disordered
F. Cavalry Recall (16.3)
-? Apply any Leader Modifier When: Before, during or at the end of Pursuit Movement
Note: When multiple events trigger this Disorder Check (e.g. ‘Pass Pass: Ends Pursuit Movement if the attempt is made during Pursuit.
Through’ and ‘Rapid March’) all the ER modifiers that were accumulat- Fail: If the retreated unit is not eliminated, Pursuit Movement must
ed during the unit’s movement are applied when the check is made. continue as far as possible. The pursuing unit is Disordered or
Disordered/Shaken at the end of the Pursuit.
B. Attack Column Facing Change (9.3c) ER Modifiers:
When: Just prior to the facing change +5 For each PP expended
Pass: No effect on the unit. +10 If in an EZOC
Fail: The facing change is not made, the unit ends its movement and is +5 If the stack is Disordered
Disordered. -? Apply any Leader Modifier
ER Modifiers:
+5 If the stack is Disordered G. Disorder Recovery (18.6)
-? Apply any Leader Modifier No Special Results on 00-09 dicerolls.
When: In the Disorder Recovery Step
C. Opportunity Fire Result (12.9e,i; 18.2d) Pass: Remove the Disorder Marker from the unit (stack).
When: After the ‘D’ or SP loss Fire Result is applied Disordered/Shaken units remain Shaken.
Pass: No effect on the unit. Fail: The unit remains Disordered.
Fail: The moving unit ceases movement and is Disordered. ER Modifiers:
ER Modifiers: +10 If the unit making the check is in an EZOC
+5 If the stack is Disordered +5 If the stack is Disordered
-? Apply any Leader Modifier Automatic recovery if a Leader is present.

PASS THROUGH EXAMPLES (10.7) DISORDER EFFECTS (18.5)


1) Different Types of Units: Movement:
• A cavalry unit in Line enters and exits a hex containing an infantry Movement allowance halved (rounded) (11.0)
Line that is also stacked with unlimbered artillery. No Rapid March (11.4)
• An infantry unit in March Col enters and exits a hex containing a cav- No Line Backup Movement (11.7)
alry unit in March Col. No Square Movement (8.1e)
• A cavalry unit in March Col enters and exits a hex containing a Lim- No Artillery Prolonge movement (11.6)
bered artillery unit in Road Col. Cannot reverse direction (9.6a)
2) Different Facings: Formations:
• A cavalry unit in March Col is facing north and another cavalry unit in No non-clear terrain formation changes (8.7)
March Col enters and exits the hex facing northeast. Line/March Col cannot voluntarily expand/contract (11.5)
• A cavalry unit in Line is facing north and another cavalry unit in Line No Square formation change (8.1e)
enters the hex also facing north, but changes facing to the northeast and Unit breakdown/reform not allowed (8.5a,b)
then exits the hex. Combat:
3) Different Formations: SPs firing per hex is halved (rounded) (12.3)
An infantry unit in Line enters and exits a hex containing an infantry Close Combat Strength halved (rounded) (13.11a)
unit in March Col. No Defender Reactions (13.4)
4) SPs Limit/Hex Exceeded: No non-Skirmisher Retreat Before Close Combat (13.9)
A 9 SP infantry Line enters and exits an Open hex containing an 8 SP Cavalry Charge:
infantry Line and 4 artillery SPs (counted as 16 SPs). Cavalry cannot Countercharge (13.5)
5) Ordered & Disordered, Shaken & Good Morale: Cavalry cannot charge non-adjacent enemy units (13.1a, 17.1a)
A cavalry Attack Col in Good Order enters and exits a hex containing a Cavalry Pursuit Points are halved (rounded) (16.2a)
Disordered cavalry Attack Col. A Shaken artillery unit moves through General Disorder Effects:
another artillery unit with Good Morale. If stacked with an ordered unit, the entire stack is Disordered (10.10)
6) Routed & non-Routed: A second Disorder result makes the unit Disordered/Shaken (18.5c)
A non-Routed unit moves through a Routed unit. Effectiveness Rating of the stack is +5 for all Disorder Checks (18.5a)

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Monmouth Disorder Check Special Results
Disorder Check
Type Result
00-01 00 The unit is ‘Shaken/Disordered.’

02-04 01-03 Re-roll with double all the original check’s ‘+’ ER modifiers (if any).
A 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Movement 05-07 04-06 2) Re-roll with no ER modifier.
Action
1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
08-09 07-09 2) Re-roll with a -5 ER modifier.

00-01 00 The unit is ‘Shaken/Disordered.’

02-04 01-02 Re-roll the check with a +15 ER modifier.


B 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Attack Column 05-08 03-06 2) Re-roll with no ER modifier.
Facing Change
1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
09 07-09 2) Re-roll with a -5 ER modifier.

1) If the unit is in an Enemy Zone of Control it is ‘Shaken/Disordered.’


00-01 00 2) Re-roll with a +15 ER modifier.

C 02-04 01-03
1) If an SP loss accompanies the Disorder Check, re-roll with a +20 ER modifier.
2) Re-roll with a +10 ER modifier.
Opportunity
Fire 1) If the unit is stacked with a leader, the check is passed.
Result 05-07 04-06 2) Re-roll with a +5 ER modifier.

08-09 07-09 Re-roll the check with a -10 ER modifier.

00-01 00 Reaction fails: The unit keeps its original facing/formation and is Disordered.
D 02-04 01-02 Reaction succeeds but the unit is ‘Shaken/Disordered.’
Close Combat 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 05-07 03-06 2) Re-roll with a +5 ER modifier.
Reaction Re-roll the check with a -10 ER modifier.
08-09 07-09
00-01 00 The unit is ‘Shaken/Disordered.’
1) If the check was caused by an SP loss, re-roll with a +20 ER modifier.
E 02-04 01-03 2) Re-roll with a +10 ER modifier.
Defensive 1) If any of the Defensive Fire was from artillery, re-roll with a +15 ER modifier.
Fire 05-07 04-06 2) Re-roll with a +5 ER modifier.
Result 1) If the unit’s printed ER is 36+, re-roll the check with +5 ER modifier.
08-09 07-09 2) Re-roll with a -5 ER modifier.

Recall fails. Once the Pursuit is finished, mark the unit as Disordered and roll the die again, eliminating SPs from the
00-01 00 pursuing unit equal to ½ (rounded) the die roll.

1) If stacked with a leader, the Recall succeeds, but the pursuing unit loses SPs equal to ½ (rounded) the number of
02-03 01-02 Pursuit Points used.
F 2) If not stacked with a leader, the result is the same as 1) but the unit is also Disordered.
Recall 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
04-07 03-06 2) Re-roll with a +5 ER modifier.

1) If the pursuing unit expended 5 or fewer Pursuit Points, the check is passed.
08-09 07-09 2) Re-roll with a -5 ER modifier.

G No Special Results.
Disorder Treat a roll of 00-09 as a plain roll of that number, modifying it with all appropriate modifiers.
Recovery

Notes:
ER = Effectiveness Rating.
SP = Strength Points.
Modifiers listed for the Special Results are the only ones used for the re-roll. © Copyright 2019, Clash of Arms Games™
Procedure: A) When: a non-Skirmish unit retreats before Close Combat, and it retreats
1) Determine the type of Morale Check required. through a friendly stack--roll for the non-retreating friendly stack.
2) In the table at the bottom of the page, follow the correct Morale Check B) When: units Rout Retreat, roll a Morale Check for any units that the rout-
column to determine the applicable modifiers. ing units were stacked with or pass through. If the stack moved through was
3) Apply the modifiers to the unit’s ER. For mixed stacks, use the ER of the already Routed, do not roll: it also performs a Rout retreat.
top non-Artillery unit. Pass: The stack retains its current Morale state.
4) Roll for the Morale Check. Fail: A Good Morale unit becomes Shaken and Disordered. (If a unit was
5) Check the explanations below for the results. already Disordered it also becomes Shaken/Disordered.) A Shaken unit Routs.

A. Fire Combat Result (12.9d, 19.2) G. “M” Close Combat Result & CC Special Result (14.4, 14.8)
When: On an unmodified die roll that is even and that causes at least 1 SP of No Special Results on 00-09 dicerolls.
losses, the affected unit must roll a Morale Check. For actual Fire Combat losses When: Units subject to the “M” result from either a Close Combat or a Close
of 2 or 3 SPs, add +10 to the unit’s ER. For actual losses of 4 or more SPs add +20. Combat Special Result must roll a Morale Check. Each stack rolls separately.
Pass: No effect. Pass: Stack is unaffected. Refight the Combat if stacks from both sides pass.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs. An Fail: Stack loses 1 SP and Routs
already Shaken Artillery unit is eliminated.
H. Opportunity Charge (17.2a)
B. Pre-Close Combat (13.2a, 13.7a, 13.8a, 17.3a) When: A stack that is attempting to Opportunity Charge currently activated
When: Per the Close Combat phases, attackers and then defenders must check units must first make a Morale Check to see if it can undertake the Op. Charge.
their Morale. In both cases, a separate roll is made for every stack. An already Pass: Execute the Opportunity Charge.
routed defender does not make a MC but instead loses 1 SP and Routs. Fail: The Op. Charge is not made, and the stack attempting it becomes Shaken.
Pass: No effect. Close Combat continues.
Fail: An attacker that fails is Shaken and does not move nor participate in the I. Rally Attempt (19.5)
Close Combat. A defender that fails receives a Shaken marker and continues Rally attempts do not trigger Special Results on 00-09 dicerolls.
the Close Combat in that Morale state. If the defender was already Shaken, When: In the Rally Phase, roll first for all Shaken units, then roll for all Routed
they Rout. units. Shaken units roll as a stack, but Routed units roll individually.
Pass: Shaken units return to good morale. Routed units become Shaken/
C. Counter Charge Movement (13.5c) Disordered and may assume any legal single hex Formation and Facing.
When: A stack attempting to Counter Charge must roll a Morale roll in order Fail: A Shaken unit remains Shaken. A Routed unit Routs and may lose SPs
to continue with the Counter Charge. (see series rule 19.5c).
Pass: The Counter Charge can be successfully undertaken. Move the Counter
Charging stack adjacent to the charging Cavalry. J. Voluntary Rout (series rule 19.10c,d)
Fail: The Counter Charging Cavalry remains in place and becomes Shaken. A) When: Roll for any units of a Command that have not voluntarily routed
when other units of that Command have done so. (series rule 19.10c)
D. Retreat Before Close Combat (13.9c, 20.1a) B) When: Independent units voluntarily Rout, roll for units of the activated
When: After units retreat before Close Combat, roll a Morale Check for the command that did not voluntarily Rout if the Independent unit was within the
retreating units. Command Leader’s Command Range. (series rule 19.10c)
Pass: No effect. For both A and B, if the checking unit was retreated through by a voluntarily routing
Fail: The units are Shaken. An already Shaken stack Routs. unit, a +10 ER modifier applies to the unit’s Morale Check (series rule 19.10d).
Pass: No effect.
E. Eliminated or Routed Attackers (14.2c, 14.6a) Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs.
When: Activated attacking units are eliminated in a hex or rout as a result of
Close Combat. Roll a Morale Check for any unactivated units or artillery in the
affected hex. Shaken Effects (19.6)
Pass: No effect • if stacked with non-Shaken unit, the
Fail: The remaining units become Shaken. Any already Shaken units Rout. entire stack is Shaken (10.10)
F. Friendly Unit Retreats (10.13c, 17.3d, 20.1c, 20.2d) • may not initiate Close Combat (13.1)
• no Defending Cavalry option (13.8b)
• Close Combat Value -5 (13.11c)
Condition A B C D E F G H I J • cannot Countercharge (13.5c)
50% SP Losses +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 • cannot Pursue (16.1b)
Disordered • cannot Opportunity Charge (17.1a)
+5 +5 No No +5 +5 +5 +5 +5 +5
Unit State

• ER +10 for Morale Checks (19.4)


Shaken +10 +10 No +10 +10 +10 +10 No +10 +10
Routed Rout Rout No No No Rout X No +15 No Routed Effects (19.7)
• not counted for Regimental Integrity(6.2)
In an EZOC NE NE No No NE NE NE No +10 NE
• cannot be Activated (6.3)
Army Morale +? +? +? +? +? +? +? +? +? +? • counts as 2 for Command Leader LOC (7.2)
General Order • may not Breakdown or Reform (8.5a,b)
+5 +5 No NE +5 +5 NE No NE +5
• may not perform Fire Combat (12.2a)
Formation

March/Road Column +5 +5 No NE No +5 NE No NE NE • Fire Combat SP loss = automatic rout


Attack Column -5 -5 -5 NE -5 -5 NE -5 NE -5 retreat (12.9h)
• may not initiate Close Combat (13.1)
Square -10 -10 X X No -10 NE X NE -10 • no Defender Reactions (13.4a)
Supported Line/Hook -10 -10 NE NE -10 -10 NE NE NE -10 • no Charge/Countercharge (13.1a, 13.5b)
• loses 1 SP and rout retreats if attacked in
X +5 X X X X NE X X X Close Combat (13.7d, 19.7c)
+5 X X X X X X X X X • Artillery that routs is eliminated (14.6a)
• eliminated if pursuing cavalry enters
Outflanked +10 +10 +10 NE +10 +10 NE +10 NE +10 its hex (16.2b)
Terrain Effects +/-? +/-? NE +/-? +/-? +/-? NE NE +/-? +/-? • no Opportunity Charge (17.1)
• Effectiveness Rating +15 for Rally (19.9)
Leader Modifier -? -? -? -? -? -? -? -? -? -? • Units or stacks that Rout will retreat
+ or - number listed = Apply modifier. No = Not Allowed. NE = No Effect. Rout = Unit routs. X = Not possible. 4 hexes (Inf) or 6 hexes (Cav) (20.2a)

© Copyright 2019, Clash of Arms Games™


Monmouth Morale Check Special Results
Morale Morale
Check
Type
Result Check
Type
Result
1) If artillery fire contributed to the Fire 00-01 00 The unit Routs (artillery is eliminated).
00-01 00 Combat result the unit Routs.
2) The unit is ‘Shaken/Disordered.’ 1) If caused by attacker elimination, re-roll

1) If the unit is in an EZOC it is E 02-03 01-02 with a +20 ER modifier.


2) Re-roll with a +10 ER modifier.
02-03 01-02 ‘Shaken/Disordered.’
A 2) Re-roll with a +20 ER modifier.
04-06 03-05
1) If the unit is artillery, re-roll with a +10
ER modifier.
1) If caused by Opportunity Fire, re-roll with 2) Re-roll with a +5 ER modifier.
Fire a +10 ER modifier.
Combat 04-06 03-05 2) If caused by Defensive Fire, re-roll with a 1) If the unit is stacked with/adjacent to a
Result +20 ER modifier. 07-09 06-09 leader the check is passed.
3) Re-roll with a +15 ER modifier. 2) Re-roll with no ER modifier.

1) If the unit is stacked with a leader* the 1) If the unit is retreated through by cavalry
07-09 06-09 check is passed. 00-01 00 it is ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier. 2) Re-roll the with a +20 ER modifier.

1) If the unit’s modified ER is 25+ it is


00-01 00 The unit is ‘Shaken/Disordered.’

1) If the unit is attacking and in an EZOC,


F 02-03 01-02 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
02-03 01-02 re-roll with a +20 ER modifier. Friendly
B 2) Re-roll with a +15 ER modifier. Unit 04-06 03-05
1) If the unit’s modified ER is 35+ it is
‘Shaken/Disordered.
Retreats 2) Re-roll with a +10 ER modifier.
1) If the unit is stacked with a leader*, re-roll
Pre- 04-06 03-05 with a -15 ER modifier. 1) If the unit is stacked with/adjacent to a
Close 2) Re-roll with a +10 ER modifier.
Combat 07-09 06-09 leader the check is passed.
1) If the unit is stacked with a leader* the 2) Re-roll with a +5 ER modifier.
07-09 06-09 check is passed.
2) Re-roll with a +5 ER modifier. All Close Combat ‘M’ Results

00-01 00 The unit is ‘Shaken/Disordered.’


G No Special Results: Treat a roll of 00-09 as a plain roll of that
number, modifying it with all appropriate modifiers.

1) If the unit is stacked with its Command The unit is ‘Shaken/Disordered.’


00-01 00
02-03 01-02 Leader, re-roll with a +10 ER modifier.
2) Re-roll with a +20 ER modifier. 1) If the unit is stacked with its Command
02-03 01-02 Leader, re-roll with a +10 ER modifier.
C 04-06 03-05
1) If the unit is stacked with a leader the
check is passed.
2) Re-roll with a +20 ER modifier.
2) Re-roll with a +15 ER modifier. 1) If the unit is stacked with a leader the
1) If the unit is stacked with a leader the
H 04-06 03-05 check is passed.
2) Re-roll with a +15 ER modifier.
check is passed.
2) If the charge movement would result in 1) If the unit is stacked with a leader the
07-09 06-09 the unit not ending the move in any check is passed.
EZOC, the check is passed. 2) If the Op.Charge movement would result
3) Re-roll with a +10 ER modifier. 07-09 06-09 in the unit not ending the move in any
EZOC, the check is passed.
The unit retreats an additional 2 hexes and is 3) Re-roll with a +10 ER modifier.
00-01 00-01 ‘Shaken/Disordered.’

D 02-04 02-04
1) If the unit is a skirmisher or light infantry,
re-roll with a +10 ER modifier.
I All Rally Attempts
No Special Results: Treat a roll of 00-09 as a plain roll of that
2) Re-roll with a +20 ER modifier. Rally number, modifying it with all appropriate modifiers.

Retreat 1) If the unit retreated 1 hex, re-roll with a


Before 05-06 05-06 +10 ER modifier. 1) If the unit is in an EZOC it is
Close 2) Re-roll with a +20 ER modifier. 00-01 00 ‘Shaken/Disordered.’
Combat 2) Re-roll with a +20 ER modifier.
1) If the unit is stacked with/adjacent to a
07-09 07-09 leader the check is passed. 1) If the unit’s modified ER is 25+ it is
2) Re-roll with a +5 ER modifier.
J 02-03 01 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
Notes:
ER = Effectiveness Rating. EZOC = Enemy Zone of Control. 1) If the unit’s modified ER is 35+ it is
Modifiers listed for the Special Results are the only ones used for the re-roll. 04-06 02-05 ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier.
* Make a leader casualty check (after the re-roll, if one is required) as follows:
Roll one die and on a 0 1 result the leader is eliminated (see Series Rule 1) If the unit is stacked with/adjacent to a
21.4d), on a 2 9 result there is no effect. Subtract 1 from this die roll if the 07-09 06-09 leader the check is passed.
leader is within LOS and range of any enemy infantry units. 2) Re-roll with a +5 ER modifier.

© Copyright 2019, Clash of Arms Games™


Loss Charts for the American Army at Monmouth
(6) GW +3 +3 ? Gen. Washington (7) 30 (4) STE / GW -6 +1 2 - MG von Steuben 10 (0) KNO / GW -4 +1 0 - BG Knox 5

Advanced Corps Left Wing Right Wing


(4) LEE / GW -6 +1 2 ? MG Lee 10 (6) ALE / GW -6 +1 6 ? MG Alexander 10 (6) GRE / GW -8 +1 8 ? MG Greene 10

(4) DD / LEE -4 +1 2 A Col Durkee 1 (4) 1 PaB / ALE -4 +1 6 A Col Irvine 2 (0) duP-M / GRE -2 +1 0 - LC du Plessis-Mauduit 2
Ct Bn / DD 24 +3 Line 1 2 3 1 Pa / 1PaB 24 +3 Line 1 2 (4) 1 MdB / GRE -4 +1 6 A BG Smallwood 5
RI Bn / DD 24 +3 Line 1 2 3 2 Pa / 1PaB 24 +3 Line 1 2 1 Md / 1MdB 24 +3 Line 1 2
Fld / DD 21 +0 1 2 7 Pa / 1PaB 24 +3 Line 1 2 3 Md / 1MdB 24 +3 Line 1 2
(4) LAF / LEE -6 +1 6 A MG Lafayette 10 10 Pa / 1PaB 24 +3 Line 1 2 5 Md / 1MdB 24 +3 Line 1 2
L Bn / LAF 24 +3 Line 1 2 3 4 5 6 7 8 Fld / 1PaB 21 +0 1 2 7 Md / 1MdB 24 +3 Line 1 2
S Bn / LAF 24 +3 Line 1 2 3 4 5 6 (4) 2 PaB / ALE -4 +1 6 A Col Johnston 2 Del / 1MdB 21 +3 Line 1 2
W Bn / LAF 24 +3 Line 1 2 3 4 5 6 1 NY / 2 PaB 24 +3 Line 1 2 3 4 5 Fld / 1MdB 21 +0 1 2
Fld / LAF 21 +0 1 2 4 Pa / 2 PaB 24 +3 Line 1 2 3 4 (4) 2 MdB / GRE -6 +1 6 A Commander 2
(4) NJB / LEE -4 +3 6 A BG Maxwell 5 5 Pa / 2 PaB 24 +3 Line 1 2 2 Md / 2MdB 24 +3 Line 1 2 3 4
1NJ / NJB 24 +3 Line 1 2 3 4 5 6 11 Pa / 2 PaB 24 +3 Line 1 4 Md / 2MdB 24 +3 Line 1 2 3 4
2NJ / NJB 24 +3 Line 1 2 3 4 5 Fld / 2PaB 21 +0 1 2 6 Md / 2MdB 24 +3 Line 1 2 3 4
3NJ / NJB 24 +3 Line 1 2 3 4 *These units (4) 3 PaB / ALE -4 +1 6 A Col Magaw 2 Fld / 2MdB 21 +0 1 2
4NJ / NJB 24 +3 Line 1 2 3 4 are part of 3 Pa / 3PaB 24 +3 Line 1 2 (3) HUN / GRE -4 +0 6 A BG Huntington 5
Wayne’s Wing
*SCLH / NJB 36 +3 1 2 in scenarios 6 Pa / 3PaB 24 +3 Line 1 2 24 +3 Line 1 2 3 4 5 6 7
Fld / NJB 21 +0 1 2 1,3,4 9 Pa / 3PaB 24 +3 Line 1 2 24 +3 Line 1 2 3 4 5 6
(4) SD / LEE -4 +1 6 A BG Scott 5 12 Pa / 3PaB 24 +3 Line 1 2 Fld / HUN 21 +0 1 2
*Bpm / SD 24 +3 Line 1 2 3 4 5 6 7 Malc / 3PaB 24 +3 Line 1
(4) MUH / GRE -6 +1 6 A BG Muhlenberg 5
Cpm / SD 24 +3 Line 1 2 3 4 5 6 7 Spen / 3PaB 24 +3 Line 1
1VaSt / MUH 26 +3 Line 1 2 3
Gpm / SD 24 +3 Line 1 2 3 4 5 6 7 Fld / 3PaB 21 +0 1 2
2VaSt / MUH 26 +3 Line 1 2 3
Ppm / SD 24 +3 Line 1 2 3 4 5 6 7 (5) GLO / ALE -6 +2 6 A BG Glover 5 24 +3 Line 1 2 3 4
Fld / SD 21 +0 1 2 1 Ma / GLO 24 +3 Line 1 2 3 4 5 6 7 Ger / MUH 24 +3 Line 1 2 3
Fld / SD 21 +0 1 2 4 Ma / GLO 24 +3 Line 1 2 3 4 5 6 7 Fld / MUH 21 +0 1 2
(6) WAY / LEE -8 +2 7 - BG Wayne 5 13 Ma / GLO 24 +3 Line 1 2 3 4 5 6 7
(4) NCB / GRE -4 +1 6 A Col Clark 2
15 Ma / GLO 24 +3 Line 1 2 3 4 5 6 7
(4) *GD / LEE -4 +1 6 A Col Grayson 2 1 NC / NCB 24 +3 Line 1 2 3 4
Fld / GLO 21 +0 1 2
*Gray / GD 24 +3 Line 1 2 2 NC / NCB 24 +3 Line 1 2 3 4
*Patt / GD 24 +3 Line 1 2 (4) LEA / ALE -4 +1 6 A Col Bailey 2 Fld / NCB 21 +0 1 2
*Va Bn / GD 24 +3 Line 1 2 3 4 5 6 7 8 2 Ma / LEA 24 +3 Line 1 2 3
(4) POR / GRE -4 +1 6 A BG Poor 5
*Fld / GD 21 +0 1 2 8 Ma / LEA 24 +3 Line 1 2
1 NH / POR 24 +3 Line 1 2 3 4
9 Ma / LEA 24 +3 Line 1 2 3
(4) *JD / LEE -4 +1 2 A Col Jackson 2 2 NH / POR 24 +3 Line 1 2 3
Fld / LEA 21 +0 1 2
*Hen / JD 24 +3 Line 1 2 *These units 3 NH / POR 24 +3 Line 1 2
are part of (4) PAT / ALE -4 +1 6 A BG Paterson 5
*Jack / JD 24 +3 Line 1 2 2 NY / POR 24 +3 Line 1 2 3 4
Wayne’s Wing
*Lee / JD 24 +3 Line 1 2 in scenarios 10 Ma / PAT 24 +3 Line 1 2 3 4 NY / POR 24 +3 Line 1 2 3
1,3,4 11 Ma / PAT 24 +3 Line 1 2
*Fld / JD 21 +0 1 2 Fld / POR 21 +0 1 2
12 Ma / PAT 24 +3 Line 1 2
Other Detached Corps (Independent) 14 Ma / PAT 24 +3 Line 1 2 3
(4) WEE / GRE -4 +1 6 A Col Febiger 2
2 Va / WEE 24 +3 Line 1 2 3 4
(8) MOR -8 +3 8 A Col Morgan 2 Fld / PAT 21 +0 1 2
6 Va / WEE 24 +3 Line 1 2 3 4 5
RB / MOR 21 +1 Light* 1 2 3 4 5 6 10 Va / WEE 24 +3 Line 1 2 3 4 5 6
Army Game Army Total
36 +1 Militia 1 2 3 4
Current Turn Morale Army 14 Va / WEE 24 +3 Line 1 2
Mpm / MOR 24 +3 Line 1 2 3 4 5 6 7 Loss Level rolled for Result Morale Fld / WEE 21 +0 1 2
NCLI / MOR 21 +4 Light 1 2
(4) WOO / GRE -6 +1 8 A BG Woodford 5
WG / MOR 18 +5 Guard 1 2 *Rifle unit 20+ 24 +3 Line 1 2 3 4 5
(5) DIC -6 +1 4 B BG Dickinson 5 30+ 24 +3 Line 1 2 3 4
BM / DIC 36 +1 Militia 1
HM / DIC 36 +1 Militia 1 2 3 4 5
40+ Fld / WOO 21 +0 1 2

50+
Army Current Loss Level
MiM / DIC 36 +1 Militia 1 2 3 4 5 Morale
MoM / DIC 36 +1 Militia 1 Result 20+ 30+ 40+ 50+ 60+ 70+
60+
SM / DIC 36 +1 Militia 1 2 3
70+ 0 0-7 0-5 0-3 0-1 0 -
Independent Units +3 8-9 6-7 4-5 2-3 1-2 0-1
70+
BD 24 +3 Line 1 +5 - 8-9 6-7 4-5 3-4 2-3
MDet 24 +3 Line 1
70+
MD 24 +3 Drag 1 2 70+ +7 - - 8-9 6-7 5-6 4-5
10 Losses +10 - - - 8-9 7-9 6-9
20 Losses

Army
30 Losses
40 Losses
Artillery Losses ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1
For an explanation of how to use
½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1 ½ 1
Loss 50 Losses these Loss Charts, see the British
Chart
60 Losses Loss Chart
70 Losses © Copyright 2019, Clash of Arms Games™
80 Losses
Loss Charts for the British Army at Monmouth
(6) HC -9 +2 +3 ? General Clinton (7) 20 (0) PAT / HC -4 +1 0 - BG Pattison 5 Current
Army Game Army
Loss Turn Morale Total
Cornwallis’ 1st Division Knyphausen’s 2nd Division Level rolled for Result

(6) COR / HC -6 +1 8 ? LG Cornwallis 15 (6) KNY / HC -6 +1 6 ? LG Knyphausen 10 20+


(4) HG / COR -3 +1 5 A Col von Kospoth 2 (3) 1st / KNY -4 +0 4 A MG Grant 10
30+
Lin / HG 27 +4 Gren 1 2 3 4 5 6 7 8 4 / 1st 24 +3 Foot 1 2 3 4 5 6
Len / HG 27 +4 Gren 1 2 3 4 5 6 7 8 9 23 / 1st 24 +3 Foot 1 2 3 4 5 6 7 8 9 40+
Min / HG 27 +4 Gren 1 2 3 4 5 6 7 8 9 28 / 1st 24 +3 Foot 1 2 3 4 5 6 50+
(4) Gds / COR -4 +1 6 A BG Mathew 5 49 / 1st 24 +3 Foot 1 2 3 4 5 6 7
60+
1 Gd / Gds 18 +5 Guard 1 2 3 4 5 6 7 8 9 Fld / 1st 21 +0 Fld Arty 1 2 3 4

2 Gd / Gds 18 +5 Guard 1 2 3 4 5 6 7 8 9 (3) 2nd / KNY -0 +0 2 A Commander 2 70+


(4) 3rd / COR -4 +2 6 A MG Grey 10 5 / 2nd 24 +3 Foot 1 2 3 4 5 6 7 70+
15 / 3rd 24 +3 Foot 1 2 3 4 5 6 7 10 / 2nd 24 +3 Foot 1 2 3
70+
17 / 3rd 24 +3 Foot 1 2 3 4 5 6 7 27 / 2nd 24 +3 Foot 1 2 3 4 5 6 7

1/42 / 3rd 24 +3 Foot 1 2 3 4 5 6 7 55 / 2nd 24 +3 Foot 1 2 3 4 5 70+


2/42 / 3rd 24 +3 Foot 1 2 3 4 5 6 Fld / 2nd 21 +0 Fld Arty 1 2 3 4
How to use the Loss Charts
44 / 3rd 24 +3 Foot 1 2 3 4 5 6 7 (4) Stn / KNY -4 +1 6 A MG Stirn 5 - Mark the losses to each unit on its
Fld / 3rd 21 +0 Fld Arty 1 2 3 4 Don / Stn 34 +2 Foot 1 2 3 4 5 6 7 8 9 roster, marking from high to low.
- Also mark each loss on the Army
(4) 4th / COR -4 +1 6 A Commander 2 Rgt / Don 34 +0 1 2
Loss chart as follows:
33 / 4th 24 +3 Foot 1 2 3 4 5 6 7 Lb / Stn 30 +3 Foot 1 2 3 4 5 6 7 8 9 1) Mark off 1 box for each infantry
37 / 4th 24 +3 Foot 1 2 3 4 5 6 7 8 Rgt / Lb 30 +0 1 2 or cavalry loss.
Fld / Stn 27 +0 Fld Arty 1 2 3 4
2) Mark off the number of boxes
46 / 4th 24 +3 Foot 1 2 3 4 5 6 required for each leader loss.
64 / 4th 24 +3 Foot 1 2 3 4 5 6 7 8 9 (4) Ls / KNY -3 +1 5 A Col Loos 2 3) For artillery, mark off each loss
Fld / 4th 21 +0 Fld Arty 1 2 3 4 AL / Ls 31 +2 Foot 1 2 3 4 5 6 7 8 on the appropriate Artillery Loss box,
and when a grey “1” box is reached,
Rgt / AL 31 +0 1 2
(4) 5th / COR -4 +1 6 A BG Leslie 5 mark a loss on the army loss chart.
7 / 5th 24 +3 Foot 1 2 3 4 5 6 7 Kn / Ls 31 +2 Foot 1 2 3 4 5 6 7 8 - When a box in grey is reached on
Rgt / Kn 31 +0 1 2 the Army Loss Chart, a roll is
26 / 5th 24 +3 Foot 1 2 3 4 5 6
required on the Current Loss Level
63 / 5th 24 +3 Foot 1 2 3 4 5 6 Fld / Ls 27 +0 Fld Arty 1 2 3 4
table on the next :00 turn.
Fld / 5th 21 +0 Arty 1 2 3 4
Jaeger Corps
Fld / COR 21 +0 Fld Arty 1 2 3 4 Current Loss Level
Lt / COR 21 +0 Lt Arty 1 2
(4) JC / KNY -3 +1 5 A LC Wurmb 2 When determining the current Loss
Mtdj / JC 27 +2 Jaeg 1 Level for Army Morale rolls, add the
number of losses in the Army Loss
Loyalist Corps Chas / Jag 29 +2 Chass 1 2
Chart to the number of currently
Jag / JC 27 +2 Jaeg 1 2 3 4 5 6 7 8 9
BC 34 +2 Foot 1 2 routed SPs. Cross index this total
BD 30 +3 Lt Drag 1 2
A / Jag 29 +2 Jaeg 1 2 3 4 5 6 7 with a die roll to find the Army
B / Jag 29 +2 Jaeg 1 2 3 4 5 6 Morale result. The Army Command-
GP 34 +2 Foot 1 2 3 4 er may modify the die roll on this
ML 34 +2 Foot 1 2 3 4 5 6 7 Flank Guards table per Series Rule 23.2b.
NJ 34 +2 Foot 1 2 3 4 Army Loss Chart
17 Da 24 +3 Lt Drag 1 2 3 4 5 When each level of army losses is
PD 30 +2 Lt Drag 1 2 3 4 5
17 Db 24 +3 Lt Drag 1 2 3 4 reached, and then rolled for, record
PL 34 +2 Foot 1 2 3 the time of the roll and the result.
17 Dc 24 +3 Lt Drag 1 2 3 4
PR 38 +3 Foot 1 The results are cumulative.
40 22 +3 Foot 1 2 3 4 5 6
RC 34 +2 Foot 1 2 3 4
2 Lt 21 +4 Light 1 2 3 4 5 6 7 8 9

Rear Guard A / 2 Lt 23 +4 Light 1 2 3 4 5 6 7 8 Fld Artillery Loss


B / 2 Lt 23 +4 Light 1 2 3 4 5 6 7 8 ½ 1 ½ 1 ½ 1 ½ 1
16 Da 24 +3 Lt Drag 1 2 3 4 5
½ 1 ½ 1 ½ 1 ½ 1
16 Db 24 +3 Lt Drag 1 2 3 4
½ 1 ½ 1 ½ 1 ½ 1
16 Dc 24 +3 Lt Drag 1 2 3 4 5 Baggage Train ½ 1 ½ 1 ½ 1 ½ 1
QRD 24 +3 Drag 1 2
1 2 3 4 5 6 7 8 9
QR 22 +3 Ranger 1 2 3 4 5 6 7 8
A / QR 24 +3 Ranger 1 2 3 4 Lt / Rgt Artillery Loss
B / QR 24 +3 Ranger 1 2 3 4 ¼ ½ ¾ 1 ¼ ½ ¾ 1 ¼ ½ ¾ 1

1 Lt 21 +4 Light 1 2 3 4 5 6 7 8 9 Army Current Loss Level


A / 1 Lt 23 +4 Light 1 2 3 4 5 6 7 8 Morale
Result 20+ 30+ 40+ 50+ 60+ 70+
B / 1 Lt 23 +4 Light 1 2 3 4 5 6 7 Army Loss Chart
0 0-7 0-5 0-3 0-1 0 -
Grenadiers 10 Losses

+3 8-9 6-7 4-5 2-3 1-2 0-1 20 Losses


1 Gr 21 +5 Gren 1 2 3 4 5 6 7 8 9 30 Losses
2 Gr 21 +5 Gren 1 2 3 4 5 6 7 8 9 +5 - 8-9 6-7 4-5 3-4 2-3 40 Losses
50 Losses
+7 - - 8-9 6-7 5-6 4-5 60 Losses
© Copyright 2019, Clash of Arms Games™ +10 - - - 8-9 7-9 6-9
70 Losses
80 Losses
Monmouth Terrain Effects Chart
Infantry Cavalry** Artillery Combat & Morale Modifiers
Formation Line Line
Fire
Terrain Field
SCM
Costs
Defense
Value

Building (W3510) OT OT OT OT OT OT OT OT OT OT OT OT
Open (W3306) 1 (32) ½ (64) 1 ½ 1 (16) ½ (16) ½ (6*) ½ 1 10 - -
Grade 2,4 (W3711) +0 (64) +½ +0 +0 (6*) +0 +0 OT -1A OT
Hexes

Lake (E1020) P P P P P P P P P - P -
Marsh 2,3 (W2109) 2 (24) 2 (24) 4 4 P P 1 (6*) 1 P 10
Orchard 1 (W3509) 1 (32) ½ (64) 1 ½ 1 (16) 1 (16) ½ (6*) 1 2 12 - -
Woods 1,2 (W2208) 2 (24) 1 (48) 3 2 3 (12) 2 (12) 1 (6*) 1 4 15 +1D -5D

Gentle Slope Down +0 +0 +0 +0 +0 +0 +0 +0 +0 - - -


(W3511/3512) Up +1 +0 +1 +0 +1 +1 +0 +0 +0 - -1A -
Down +1 +½ +1 +½ +2 +1 +0 +1 +0 - - -
(W3710/3711)
+2 +1
Hexsides

Up +1 +½ +1 +½ +0 +1 +0 FS x ½ -2A -
Bridge 2 (W3321/3322) Creek NE Creek NE P P Creek +0 P - -1A -
Creek 2,3 (W2109/2110) +3 +2 +4 +2 All All
Ends
Move +2 P - -3A -
All All All All All All +2 +1 P -2A -
Lake (E1221/1222) P P P P P P P P P - P -
Stream (W2410/2411) +0 +0 +0 +0 +0 +0 +0 +0 +0 - - -
Minor Road (W3620) Road Column: 2 hexes per ½ MP (Night turns: ½ MP per hex) OT OT OT
Major Road (W3520) Road Column: 3 hexes per ½ MP (Night turns: ½ MP per hex) OT OT OT
Terrain Effects Chart Guidelines
- Cross index the type of unit and its formation with the terrain. The number listed is the cost to move into the hex or through hexside.
- Movement Point fractions are retained (not rounded).
- The number in parentheses is the maximum stacking value for that type of unit/formation in that terrain.
- The Stacking values for Infantry in Column are for Square, March Column & Attack Column. For Road Column see BAR Rules 8.1f, 10.4g & Monmouth Rule 2.1c.
* Skirmish can have a single unit of over 6 SPs in a hex (Monmouth Rule 2.1d).
** Cavalry Stacking is 1 unit per hex (Monmouth Rule 2.3c).
1 = Blocks LOS, 2 = Non-clear Terrain for Movement or Charges, 3 = Must cease movement and make a Disorder Check (A) upon entering or crossing
4 = Use other terrain in hex; cost is to move from one Grade hex to another.
OT = use Other Terrain in the hex, P = Prohibited, GO = General Order, NE = No Effect
A = Attacker, D = Defender, FS = Fire Strength (all FS calculations are rounded)

Monmouth Fire Multiples & Ranges Charts


Artillery multipliers in BOLD are artillery Minimum Fire ranges. On Dawn/Dusk turns, use the small multipliers (in italics) at ranges of 6+ hexes (only).
On Moonlit turns the maximum range is 5 hexes and use the small multipliers (in italics). Nt: On Night turns, the range is 1 hex for all units.

Range 1 Nt 2 3 4-5 6 7-10 Range 1 Nt 2 3 4-5 6 7-10


x5 x5
Light Infantry x5 x2 Light Infantry x5 x2
American

British

x3 x2 x1 x3 x2 x1
Line x4 Foot, Rangers x4
Militia x3 Fld Artillery x8 x8 x5 x2 x5 x2 x5 x2 x2 x1 x1 x0
Artillery x8 x8 x5 x2 x5 x2 x5 x2 x2 x1 x1 x0 x4 x3 x2 x3 x2 x2 x1 x1 x0
© Copyright 2019, Clash of Arms Games™
Monmouth Formation Change Diagrams

Infantry: 2 Hex Line to 2 Hex March Column

2 2 1 1
D E D E Infantry:
F G 1 Hex Line to
G H 1 Hex March Column
3 3 1 1

2 2 1 1

B A B
B C
D E D E
D E
G 3 3 1 1
F G H G
2 2 1 1
Cavalry:
1 Hex Line to
3 3 1 1
1 Hex March Column
A B B C 2 2 1 1
D E D E

Color Key
British MP Costs
American MP Costs

Infantry: 2 Hex March Column to 2 Hex Line

C 1 1 2 2
B
Infantry:
F 1 Hex March Column 1 1 3 3
E to 1 Hex Line
1 1 2 2

A C B
B B
D F D F D F
E 1 1 E 3 3 E
G H
1 1 2 2
Cavalry:
1 Hex March Column 1 1 3 3
to 1 Hex Line
B B
F 1 1 2 2
D
E E
G H

© Copyright 2019, Clash of Arms Games™


BAR Formation, Fire Arc, ZOC,
Road Column
& Facing Change Cost Diagrams
(Infantry & Cavalry)

Front
Skirmish General Order Hook
(ZOC) (Skirmishers) (Infantry & Artillery) (Infantry in Line)
Flank Flank

Flank Flank MV MV MV MV MV
Front Front Front Front Front
Front Front (ZOC)
Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)
(ZOC) (ZOC) Front Front
Flank Flank (ZOC) (ZOC)
Front Front
Flank Flank
Front Front (ZOC) (ZOC)
(ZOC) (ZOC)

Flank Flank Flank Flank


Rear Rear Rear Rear Rear
Flank Flank Flank
Rear
2 hex Infantry Line 1 hex Infantry Line
with Left Hook with Right Hook
See Series Rule 8.4h for formation See Series Rule 8.4i for formation
3 hex example changes into or from Skirmish. Cost: 1 MP. changes into or from General Order.

MC to RC Cost: 1 MP + 1 MP per hex difference (Series Rule 8.4b).


RC to MC Cost: 1 MP per hex difference {minimum 1 MP} (Series Rule 8.4a). Cost: 1 MP See Series Rules 8.4j
Uses entire MA if done in non-clear terrain (Series Rule 8.7).

March Column Line


(Infantry & Cavalry) Cost: The cost listed in the Formation Change Diagrams (Infantry & Cavalry)
plus 1 MP for each hex difference in length.
Front Front
(ZOC) (ZOC)

Flank Flank Flank Flank See Formation Change Charts and Series Rule 8.4c
Uses entire MA if done in non-clear terrain (Series Rule 8.7). Front Front Front Front Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)

Flank Flank Flank Flank


Flank Flank Flank Flank
Rear
Flank Flank Square
Rear Rear Rear Rear Rear
1 hex March Column (Infantry & Artillery)
Flank Flank
Front Cost: Cost: 2 Hex Infantry Line 1 Hex Infantry Line
Rear (ZOC)
Entire Entire
Flank Flank
MA Front Front MA
3 hex March Column (ZOC) (ZOC)
Front Front Front Front
(ZOC) (ZOC) (ZOC) (ZOC)
Flank Flank
Front Front
(ZOC) (ZOC)
See See Flank Flank
Flank Flank Series Front Front Series
(ZOC) (ZOC)
Rear Rule Rule Rear Rear Rear Rear
8.4f 8.4f
2 hex March Column 3 Hex Cavalry Line

Cost: 1 MP (Series Rules 8.4d,e)


Road Column Cost*:
Limbered Unlimbered Routed
Attack Column (Artillery) (March Column (Artillery)
see
for Artillery) Fire arc extends to unit’s
(Infantry & Cavalry) Front Series maximum range
(ZOC)
Rule Cost*: Flank Flank
Flank Flank Front
8.4a,b (ZOC)
2 MPs
Flank Flank Flank Flank
Front Front Flank Flank Front
Front
(ZOC) (ZOC)
See See (ZOC) (ZOC)
Flank
Flank
Series Flank Flank Series
Flank Flank Flank Flank
Rule Flank Rule Flank Flank
Flank 8.6c 8.6a,b
Rear Rear Rear See Series Rule 8.2d and 8.4k for
Rear
2 Hex Example Formation Changes from Rout.

*Uses entire MA if done in non-clear terrain (Series Rule 8.7).


Diagram Key
Front Front of unit
(ZOC) & Zone of Control Single Hex Facing Change Costs
Front Front of unit with no (for multi-hex Formations see Series Rule 9.4)
(ZOC) firing arc (White hex)

Hexes occupied by unit


2 2 Hook may not 1 1
(Gray hex) 2 2 change Facing 1 1
Firing arc of unit General Order:
(Green hex)
3 3 3 3 all MPs for 2 2 2 2
Facing Change
Flank Flank of unit All (Series rule 9.3b) All
(Yellow hex) All All
American Infantry (1775-1777)
Rear of unit & French Infantry (1740s) in Line American Infantry (1775-1777) For Unlimbered All other units All other units
Rear
(Red hex) & French Infantry (1740s)
All nationalities: Attack Column
in March or Road Column Artillery, see in March/Road Column in Line
Add +1 for Americans in
Allowed Formation
Attack Column (1775-1777) Series Rule 9.5 & Limbered Artillery or Skirmish
Changes

© Copyright 2019, Clash of Arms Games™


Monmouth Turn Record Track - Scenarios 1-3

Heat Heat Heat Heat Heat


10:00 11:00 12:00 1:00 2:00 3:00 4:00 5:00 6:00 7:00 8:00 9:00 10:00 11:00
American American American

Heat Heat Heat Heat Heat


10:20 11:20 12:20 1:20 2:20 3:20 4:20 5:20 6:20 7:20 8:20 9:20 10:20
British

Heat Heat Heat Heat Heat


10:40 11:40 12:40
American
1:40 2:40 3:40 4:40 5:40 6:40 7:40 8:40 9:40 10:40
British

0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 2 2 2 2 2 2 2 2 2 2 2 2 End
3 3 3 3 3 3 3 End End End End End End
4 4 4 4 4 End End
5 5 5 5 End Day

6 6 6 End
Leader CR
7 7 End When using the Monmouth Washington 7 +3
markers, place the ‘MINUTES’
marker on the specific Lee 9 +0
game-turn time and use the
End End ‘HOUR’ marker to move down Replacement 9 +1
the End Turn track.
Clinton 7 +3
Reinforcement turns as well as Replacement 9 +1
Heat turns are noted on the time
portion of the Turn Record Track.
American American
WAN CR
Scenario ET Number First Turn Last Turn
1 7 10:00 AM 1:00 PM
2 9 3:00 PM 11:00 PM British British
7 - 10:00 AM WAN CR
3 8 - 12:20 PM 10:00 AM 11:00 PM
9 - 3:00 PM
© Copyright 2019, Clash of Arms Games™
Monmouth Turn Record Track - Scenario 4
Heat Heat Heat Heat Heat
4:00 5:00 6:00 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00 4:00 5:00 6:00
Heat Heat Heat Heat Heat
4:20 5:20 6:20 7:20 8:20 9:20 10:20 11:20 12:20 1:20 2:20 3:20 4:20 5:20 6:20
28: British

Heat Heat Heat Heat Heat


4:40 5:40 6:40 7:40 8:40 9:40 10:40 11:40 12:40 1:40 2:40 3:40 4:40 5:40 6:40
28: British

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
3 3 3 3 3 3 3 3 3 3 3 3 3 End End
4 4 4 4 4 4 4 4 4 4 4 End End
5 5 5 5 5 5 5 5 5 5 End
When using the Monmouth
6 6 6 6 6 6 6 6 6 End markers, place the ‘Minutes’
marker on the specific
game-turn time and use the
7 7 7 7 7 7 7 7 End ‘Hour’ marker to move down
the End Turn track.

8 8 8 8 8 8 End End Day

9 9 9 9 End End
10 10 End End 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00

End End 7:20* 8:20 9:20 10:20 11:20 12:20 1:20 2:20 3:20

11
First Turn Last Turn 7:40 8:40 9:40 10:40 11:40 12:40 1:40 2:40 3:40
28 June 29 June
10:00 AM 7:00 PM Day: 80+
Dawn: 70+
0 0 0 0 0 0 0 0 0
ET Number Dusk: 70+

7 - 10:00 PM (28th)
Moonlit: 60+
Night: 50+ 1 1 1 1 1 1 1 1 1
8 - 12:00 PM (28th) 00-09 is a

9 - 3:00 PM (28th)
Special
Result 2 2 2 2 End End End End End
13 - 12:20am (29th)
*From 7:20 PM, June 28th through the
© Copyright 2019, Clash of Arms Games™
End End End End end of the game, check for an American
Raid per Monmouth Rule 7.4a F.
Monmouth Special Rules Summary
General  Cavalry is adversely affected by Woods in combat (2.3e)
 No Regimental Integrity (2.2a)  Rifle armed units can snipe at leaders. (2.6b B)
 Cavalry can only stack 1 unit per hex. (2.3c)  Knox, du Plessis-Maudit, Pattison: arty units in adjacent
 There are no actual Wing Activations. If Wing Activation hexes can fire at the same target at 4+ hexes (3.2b, 4.2b)
is rolled it is a Double Activation. (2.4a)
 Skirmish units are limited to 2 MPs if not within 2 hexes American Rules
of a friendly non-Skirmish unit. (2.6a)  American units only add +3 to ER for affecting terrain for
 All light units are Skirmish-capable (2.6a) Morale Check (A). (2.2c)
 Special rules for Light conditions. (2.7a)  Lafayette can extend LOC of Washington or Alexander
 From 12:00-4:40 use Heat rules. (2.8) for 3:00 PM reinforcements or NJB. (3.2b A)
 Blocked reinforcement entry is moved 5 hexes. (7.0c C)  Lee is Army Leader and a Detachment Leader until re-
lieved by Washington. (3.2b G)
Artillery  Roll for Lee’s Initiative before any of his Commands are
 Limbered (LM) Arty can stack with Attack Column: use activated. Command Range is reduced to 1 if he fails.
MP costs for Artillery and Facing costs for Infantry. (2.2d (3.2b G)
A)  If Commands of Lee’s Detachment fail an Initiative roll,
 Unlimbered (UL) Artillery fired on by Artillery: minimum roll again for extra consequences. (3.2b G)
1 SP loss, no rounding down. (2.2d B)  Detachments can be created: only one in place. (3.3)
 Arty may Rapid March using Road Movement. (2.2d C)  No voluntary rout until British entry or 10:40 (3.4a)
 Op Fire at any range vs. Road Movement. (2.2d D)  New Jersey brigade may not move in 10:00 turn (3.4b)
 Limbered artillery may Rout, Rout Retreat, and Voluntary  Americans can use off map movement and exit map (3.4c)
Rout (2.5b)  Line of Retreat to W0201. (7.0c B)
 Artillery may lose SPs for Rout. (2.5b B)
 Unlimbered artillery may Voluntarily Rout, but not regular British Rules
Rout. (2.5b C)  British Lights only add +3 to ER for affecting terrain for
 Regimental guns cost 1 MP to limber or unlimber and can Morale Check (A). (2.2c)
only unlimber or fire when stacked with infantry. (2.2d E)  Hessian Grenadiers suffer Disorder Checks for moving
 Regimental guns can stack with Infantry in RC, MC or over 3 MPs. (4.1a)
AC and can combine fire with them. (2.2d E)  Mtd/JC can be mounted or dismounted. (4.1b E)
 No combat losses on Regimental guns (2.2d E)  Clinton is Army and Command Leader on first two turns.
 Regimental guns have no stacking value (2.2d E) (4.2b A)
 Regimental guns prolonge 2 hexes (2.2d F)  Grant can command 1st brigade and 2nd brigade (4.2b B)
 Artillery losses are handled differently (2.2d H)  Grey can command 3rd brigade and 4th brigade (4.2b C)
 Detachments can be created: only one in place (4.3)
Rout  There are restrictions on British Voluntary Rout (4.4a)
 May decline Rally Check for Vol Rout units. (2.5a A)  Restrictions on British initial forces: Inf/Arty 2 MPs, Cav
 Vol Rout units do not count for Army Morale (2.5a A) 4 MPs on the first three turns (4.4b)
 Voluntary Rout failed Morale Check changes to Rout  Line of Retreat to E3915. (7.0c B)
(2.5a A, 2.5d)
 Voluntary Rout during Movement Segment: up to 8 hexes Scenario 4
for Inf, Cav and Lim Arty, 4 hexes for UL Arty (2.5a B)  Baggage Train guards are set on 7:00 PM turn. (7.4a F)
 Voluntary Rout from declined Rally roll: up to 4 hexes for  From 7:20 PM turn onwards, baggage train raids must be
Inf and Arty, 6 for Cav. (2.5a D) made. (7.4a F)
 Normal Rout: Full 4 hexes for Inf & Limbered Arty, full 6  Army Morale modifier is reduced -5 on 4:40 AM turn
hexes for Cav; Unlimbered Arty eliminated. (2.5a C) (7.4a D)
 Out of Command units can Voluntarily Rout (2.5a D)  Cavalry may dismount beginning on 5 AM turn. (7.4a C)
 Artillery may lose SPs for Rout (2.5b B)  American Advanced Corps units that exit the map within
 Leaders must Rout with units for initial Rout (2.5c) 20 hexes of W0201 may be reorganized on a Night turn
and regain SPs. (7.4a G)
Combat  American Advanced Corps units that exit the map within
 6 SPs max fire from a Line hex (2.1a) 20 hexes of W0201 may reenter as a Wing under von
 7 SPs required to form a 2 hex Line (2.1a) Steuben’s command from 5 AM onwards.
 Unlimered Artillery fired on by Artillery: minimum 1 SP  British Loyalist Corps units must always roll for Initiative.
loss, no rounding down. (2.2d B) (7.4a I)
 Any range arty Op Fire vs. Road Movement (2.2d D)  Jaeger Corps units may not have to be within 2 hexes of a
 Cavalry charge range is 2 hexes in Day/Dawn/Dusk , 1 hex formed unit. (7.4a J)
in Moonlight, adjacent at Night. (2.3d)
Monmouth Special Charts Summary
Artillery Rout (2.5b B) 05, 06 Raids Pause: No raid this turn
If artillery traverses a non-clear hex or hexside during its Rout 07 Raids Slacken: No raid this turn or next.
Retreat, it may lose an SP. For each non-clear hex entered or 08 Guard Riposte: No raid this turn. American player rolls 1
hexside crossed, the owning player rolls a die: die. The result indicates the number of consecutive, subsequent
0-1: artillery unit loses one SP turns that must pass before raids resume.
2-9: no effect 09 Raids End: If a Day turn, the raids cease for the rest of the
battle. If not a Day turn, ignore this result.
Rifle Fire vs. Leaders (2.6b B)
Range from Unit to Leader in Hexes: Orders of Battle
1 Hex 2 Hexes 3 Hexes Listed below are the abbreviations used for leaders at the Battle of
91-99 94-99 97-99 Monmouth. For the Commands, the name of the Command Leader
If a leader casualty results, the owning player rolls again: is in parentheses. The superscript numbers show the line of succession
If the result is a 0-4, the leader is killed. for each army.
If the result is 5-9, the leader is wounded and another dieroll is
made to determine the length of his absence, per the ‘Leader Americans
Loss Table’. 1MdB: 1st Maryland Brigade (BG Smallwood8)
2MdB: 2nd Maryland Brigade (generic “Commander”)
Out of Command Roll for Lee’s Detachment (3.2b G) 1PaB: 1st Pennsylvania Brigade (Colonel Irvine19)
American player rolls 1 die to determine the extra penalties of being 2PaB: 2nd Pennsylvania Brigade (Colonel Johnston21)
Out of Command: 3PaB: 3rd Pennsylvania Brigade (Colonel Magaw18)
0 or 1: No extra penalties. ALE: MG Alexander4, Wing Leader
2 or 3: Command may expend only half its MPs. DD: Durkee's Detachment (Colonel Durkee23)
4 or 5: Command may only perform a Limited Activation. DIC: Dickinson's Brigade (BG Dickinson)
6 or 7: Command may expend no MPs. duP-M: Lt. Col. du Plessis Mauduit, Special Leader
8 or 9: Command becomes Voluntarily Routed and must per- GD: Grayson's Detachment (Colonel Grayson22)
form a Rout Retreat of 8 hexes. If already Voluntarily Routed, GLO: Glover's Brigade (BG Glover10)
the unit(s) become involuntarily Routed and perform a Rout GRE: MG Greene3, Wing Leader
Retreat of 8 hexes. If already involuntarily Routed, the unit(s) GW: General Washington1, Army Leader
perform a Rout Retreat of 8 hexes. This applies even on the HUN: Huntington's Brigade (BG Huntington16)
10:00 and 10:20 AM turns. JD: Jackson's Detachment (Colonel Jackson24)
KNO: BG Knox, Special Leader
Army Loss Chart modifier hexes for scenarios 3 and 4 LAF: Lafayette's Brigade (MG Lafayette5)
1. E1623 (-30) 6. W2018 (+5) LEA: Learned's Brigade (Colonel Bailey17)
2. E0623 (-25) 7. W1615 (+10) LEE: MG Lee2, Wing Leader
3. E0627 (-20) 8. W1212 (+15) MOR: Morgan's Corps (Colonel Morgan20)
4. W3425 (-10) 9. W1306 (+20) MUH: Munlenberg's Brigade (BG Muhlenberg14)
5. W2823 (-5) 10. W0201 (+25) NCB: North Carolina Brigade (Colonel Clark)
NJB: New Jersey Brigade (BG Maxwell7)
Scenario 4 Ambush Rolls and Special Results (7.4a F) PAT: Patterson's Brigade (BG Paterson11)
Roll every turn beginning with 7:20 PM, June 28th. Subtract one POR: Poor's Brigade (BG Poor9)
from the roll per SP of British baggage train guards. SD: Scott's Detachment (BG Scott15)
Day: 80+ STE: MG von Steuben6, Special Leader
Dawn/Dusk: 70+ WAY: BG Wayne12, Special Leader
Moonlit: 60+ WEE: Weedon's Brigade (Colonel Febiger25)
Night: 50+ WOO: Woodford's Brigade (BG Woodford13)
Special Result on a roll of 00-09:
00 Guard Ambushed: The American player rolls a die and di- British
vides the result by 2 (rounding down but no less than 1). Mark 1st: 1st Brigade (MG Grant6)
off these losses on the British ‘Loss Chart’ for any British unit 2nd: 2nd Brigade (generic “Commander”)
assigned to the baggage train and also mark the loss on the 3rd: 3rd Brigade (MG Grey4)
‘Army Loss Chart.’ In addition, the number of losses rolled is 4th: 4th Brigade (generic “Commander”)
marked off the British baggage train. This result can only hap- 5th: 5th Brigade (BG Leslie8)
pen once per game; if it is rolled again, use the 01 result. COR: LG Cornwallis2, Wing Leader
01 Guard Casualties: Permanently reduce the British baggage Gds: Guards Brigade (BG Mathew7)
train guard by 1. Mark off this loss on the British ‘Loss Chart’ HC: General Clinton1, Army Leader
for any British unit assigned to the baggage train and also mark HG: Hessian Grenadiere Brigade (Colonel von Kospoth9)
the loss on the ‘Army Loss Chart.’ In addition, mark off a loss to JC: Jaeger Corps (Lt. Col. Wurmb11)
the British baggage train. KNY: LG Knyphausen3, Wing Leader
02 Baggage Train Explosion: Mark off 2 losses on the British Ls: Loos' Brigade (Colonel Loos10)
baggage train. PAT: BG Pattison, Special Leader
03 Successful Raid: Mark off 1 loss on the baggage train. Stn: Stirn's Brigade (MG Stirn5)
04 Raids Intensify: Reroll for raids twice this turn. Another
roll of 01-09 is no effect.

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