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Ho l d the Line

1. Introduction Movement: Terrain effects apply to units as they


enter each hex. Each hex has a set movement cost.
The game, Hold the Line, covers battles during the American Each unit has a set movement allowance. No unit may
Revolution. Terrain til es are included to represent various types enter a hex if the movement cost to enter the hex would make
of terrain (forest, hills, etc.) on the map board so the game map that unit exceed the movement allowance for the unit type.
can be configured to play the scenarios included as well as design
your own favorite battles. Line of Sight: Certain terrain affects whether units may per-
form ranged fire because it blocks line of sight.
2. Mapboard Morale: This reflects the addition or subtraction of a modifer
2.1. The map board represents clear terrain on the battlefield. applied to a defending unit when he checks morale at the begin-
Any hex on the board without a terrain tile placed on it is consid- ning of a close combat action for retreat determination.
ered clear terrain.
2.3. TERRAIN

2.3.1. Clear
• Combat: No effect.
• Movement: No effect.
• Line of Sight: No effect.
• Morale: No effect.
2.3.2. SWAMP
• Combat: No effect/impassable .
• Movement: Impassable.
• Line of Sight: No effect.
• Morale: No effect.
2.3.3. WATERWAY
• Combat: Attacker +1 on attacker die roll
when defender is located on a waterway hex.
• Movement: Units must stop and
conduct no further actions of any type
2.2. TERRAIN after moving onto waterway hexes.
• Line of Sight: No effect.
Terrain in the game is reflected by placement of terrain hex
• Morale: -1 to defender for retreat
tiles on the board as described in the Scenarios Section. These
determination during close combat.
tiles represent the various terrain features present in the battles.
2.3.4. WATER CROSSING
2.2.1. TERRAIN EFFECTS Bridge:
Combat: Terrain effects apply to the firing unit, a unit con- • Combat: No effect.
ducting close combat, or units performing retreat morale checks. • Movement: No effect (negates the
The modifier is based on the terrain location of the defending unit. movement effect of waterway).
• Line of Sight: No effect.
Example: A 3 MP infantry unit firing at an enemy unit in a • Morale: No effect.
forest hex 1 hex away rolls 3 dice whose results are 5, 5, 6. The fir-
ing player would then –1 on each die rolled because the defender is
in forest terrain making his new values 4, 4, 5 respectively resulting
in one hit.
1
Ford:
• Combat: +1 on attacker die roll when
2 3LT
unit type, and a flag to designate its
nationality. Regular, elite and light are
3
defender is located on a ford hex. shown by the units being on the longer
• Movement: No effect (negates the rectangular counters. Those with no letter
movement effect of waterway). next to the morale number on the counter are

4 4
• Line of Sight: No effect. regulars. An E next to the morale number represents elite infan-
• Morale: No effect. try, and an Lt next to the morale number represents light infan-
2.3.5. FOREST


Combat: -1 on attacker die roll.
Movement: stop when entered.
square counters.
4E 4E
try. Artillery, dragoons, militia, and leader units are on smaller

• Line of Sight: blocks line of sight.


Nationality Flag
• Morale: +1 to defender for retreat
determination during close combat. Unit Icon
2.3.6. HILL


Combat: -1 on attacker die roll.
Movement: stop when entered.
4E 4E 4E 4 4E 2E 4 Infantry Type 4
• Line of Sight: blocks line of sight.

1E 1E
• Morale: +1 to defender for retreat Morale Point
determination during close combat.
2.3.7. TOWN/BUILDINGS
4 44 44
3.2. Each combat unit has a morale point (MP) value from 1 to 4
that is next to the unit icon on the counter. Any future reference

2E 2E 2
• Combat: -1 on attacker die roll.
in the rules to MP stands for morale points. The units current
• Movement: No effect.
MP is shown by the number face up on the counter. As units
• Line of Sight: blocks line of sight.
take hits in combat they are flipped to their lower MP side. In the

1E 3 1E 3
• Morale: +1 to defender for retreat
case of regulars, elites and lights on the long rectangular counters,
determination during close combat.
when a hit occurs on a 3 MP counter, use a replacement counter
2.3.8. FENCE


Combat: -1 on attacker die roll.
Movement: No effect.
4 44 44
of the same type to reduce it to a 2 MP counter. For a rally of a
2 MP rectangular unit a replacement counter of the same type is
used to increase it to 3 MP.

4 33 4 33
• Line of Sight: No effect.
• Morale: +1 to defender for retreat
determination during close combat.
2.3.9. ENTRENCHMENT


Combat: -1 on attacker die roll.
Movement: stop when entered.
4 42 42
• Line of Sight: blocks line of sight.

31/23 2/13 3 2
• Morale: +1 to defender for retreat
determination during close combat.
1/1
3. GAME UNITS:
2 22
3.1. The counters in the game represent the
soldiers of the British and American
22
armies. The counters are the com-

2 2 3 1 2 3 1 221/1
bat units and represent the in-
fantry, artillery, dragoons,

2 22 22
and leaders in their re-
spective armies. Most of
the units in the game
MP may not be transferred or combined between units.

1 1
are various forms of
infantry as they were 3.3. Each unit has a set base movement rate. The movement rate re-
the
1 1/1 1/2
predominant
force used in North
America during the 1 1 22/1
mains constant throughout the game for each specific unit type, but
morale point (MP) values change as units incur combat losses.

2
war. Each unit has
an icon to identify the
2 2 2
1 21 1 1
1/1 2 1
2 2E 2 2E 22 2E 22 22E2
4 4 4 4 E 4 4
42 4 422 2 242 42 2222 4 22 2
3.4. The unit types are: E
3.4.1. REGULAR INFANTRY — represent the forces that

2 4 2 4 4
made up regular units of the armies. Regular infantry units are
on the long rectangular counters. Unit size is 3 to 4 MP and nor-
mal movement rate is 1 hex per turn.
Victory
Point

2 34LT 2 2
342LT 2 4 2 E 2 2E
2 14LT 32LT 4 4 3LT
3.4.5. DRAGOONS — represent the
cavalry present at these battles. Dragoon

1/1 1/2
4 2/1 2/2
units are on the smaller square counters.
Unit size is 2 MP and normal movement rate
is from 1, up to 3 hexes per turn. Dragoons may

2 1/1 1/2
4 2 4 2 4
3.4.2. ELITE INFANTRY — They represent the crack in-
move or fire for 1 AP expended. For 1 additional
AP, Dragoons may move and fire, however, dragoons
Victory
Point

2 2 2 4 4
fantry units of the armies. Elite units are on the long rectangular may not fire and move. Dragoons are not allowed to initiate

4 2 4 24422 4 242 12LT 42 4 2 4


counters with an E next to the units MP. When elite infantry is close combat.

2 2
down to 1 MP and is hit it is allowed to roll 1 die per hit to deter-
mine if the hit is applied to it. The owning player rolls and if the
roll is 1, 2, or 3 the unit stays at 1 MP. A roll of 4, 5, 6 means the

2 2/1 2/2
unit absorbs the hit and is eliminated.

4 2 2 2 2 2/1
Victory
Point
1/22 1/1 2 1/2
2 24E 1/1

2 242E 4E 2 242E 4E 2 2 4E
3.4.6. ARTILLERY — represent the cannons that were

2
present at the battles. Artillery units are on the smaller square
counters. Unit size is 2 MP and movement rate is 1 hex per turn.
Artillery is not allowed to initiate close combat.

2 22 2 22 22
Example: A 2 MP elite infantry unit takes 3 hits in a combat.
The first hit of the 3 reduces the elite infantry from 2 to 1 MP. The

2/22 2 2
remaining 2 hits are only applied after the owning player rolls 2 dice

2 224E 1/1 2/1


24 24
(1 for each of the remaining hits) to determine if the hits are applied.

2 2E 2 2E 2 2 2E
2 2
A roll of 4, 5, or 6 would apply a hit.
E E
2 1/2
Unit size is 4 MP and normal movement rate is 1 hex per turn.
Elite units receive a +1 modifier on all morale checks.
3.4.7. LEADERS — Leaders were very important in the

2 2 22 22 22
battles of this era. They aid in keeping units morale up. For the
3.4.3. LIGHT INFANTRY — represent forces that were expenditure of 1 AP their normal movement rate is 1 to 3 hexes
developed for speed. Light units are on the long rectangular in- per turn. Leaders may move with the unit they are attached to
for no additional expenditure of AP. With the expenditure of 1

2 4 2/1 2 32/2 4 24 341/1 4 1/2 3 4


fantry counters with a Lt next to units MP. Unit size is 3 MP and
normal movement rate is 1 to 2 hexes per turn. AP, leaders have the unique ability to rally damaged infantry or
Victoryof 1 AP a leader can allow
dragoon units. Also for an expenditure
infantry type units and dragoons Point
to exceed their normal move-
LT LT
ment rates by 1 additional hex when accompanying them. The LT
numbers on the leader counters are ignored during basic game-

3LT 13LT 2 3LT


play. The are for the optional leader rule.
3LT
4 2
14 1/12 142/1
1/2 2/1 2/2 Victory
2/2 1LT 2/2
3.4.4. MILITIA INFANTRY — represent the raw recruits,
1/2 2/1
2 LT
locals who came to fight, and ad hoc forces thrown together at
the last minute. Militia units are on the smaller square infantry
LT
Point

42 2 1LT
counters that are a grey/blue color for the American militia, and

2 2
brown for British Tories. Unit size is 2 MP. Normal rate of move-
ment is 1 hex per turn. LT 1LT 1LT
2 22 2 2 Victory 2 2
2 3 2 2
Point
2
4E 24E 2 2 2
2
4 3.4.8. VICTORY POINT COUNTERS 1
Victory
Point– equal 1 victory
point per counter and represent key locations, objectives, supplies,
wagons, etc. Victory point counters can not move unless specified
1
5. GAME TURN
SEQUENCE
1
in scenarios special rules. Once a VP counter is obtained / cap- 1. Player A rolls and determines ran-

2
tured / destroyed, it is removed from the game unless specified
otherwise in the scenario special rules. Victory Points for VP
units can only be earned when taking them from an opposing
dom action points available and adds to
the command action points for his total.

2/2
2LT 2LT
2. Player A performs actions. In any order he may move, fire,
Victory
player. If a side starts a scenario with VP units, those VP units do perform close combat, and rally.
Point
not count towards their victory point total; only to the opposing
player should he obtain them. Blue VP counters for American 3. Check victory.
VP/Red VP counter for British counters. 4. Player B rolls and determines random action points avail-
able and adds to the command action points for his total.

2 2 5. Player B performs actions. In any order he may move, fire,


perform close combat and rally.
Victory
Point
Victory
Point 1 6.
7.
0LT
Check victory.
0LT
End turn – move turn marker ahead one space on the turn
record chart and go to step 1.
4. SETUP 5.1. Active player determines the order of actions for their units
during their turn. Players may move, fire, close combat, or rally
4.1. The game setups are presented for each scenario in the Sce- in any order they choose within the limitations of their action
nario Section. Players choose which side and scenario they wish points and unit capabilities. Example: Player A has 3 AP for turn
Action
1
to play and check the specific setup rules for each game. These
can vary by scenario and some scenarios have special rules. The
Point
scenario section shows players the unit types, their starting MP
1 1 1
1. He could fire with unit A, move with unit B, and fire with unit C,
in that order or any other order he chooses.
value, location, and terrain placement in each hex at the start of
each scenario.
6. Action point (ap) de-
termination phase
4.2. SCENARIOS — see Scenario Section.
6.1. Each player in a scenario is given command action points

1 1 1 1
4.3. UNIT HEX LIMITS — No more than 1 infantry type based on the commander of his side in a given scenario.
unit, artillery unitTurn
or dragoon unit per hex. However, players may
place 1 artillery unit per hex with either a single dragoon or a single 6.1.1. During steps 1 and 4 of the game turn sequence each
infantry unit without exceeding hex limits. Leader units may freely player will roll the random action die (1-3) and add that random
be placed in any hex with other units without exceeding hex limits number of AP to his scenario command action points. This de-
but leaders may not be in the same hex with other leaders. termines how many total AP points he has to spend in a turn.

Example: Two dragoon units can not be in the same hex, nor can a Example: In the Bemis Heights scenario the American player
dragoon and infantry type unit. However, either is allowed to be in a hex receives 4 command action points each turn per the scenario instruc-
with an artillery unit and/or leader. If an infantry unit and an artillery tions. At the start of his first turn the American player performs step
unit were in the same hex together along with a leader, another dragoon 1 of the game sequence and rolls the random action die. The result is
unit could not enter the hex until the infantry moved out. In no case can a 3. This gives him an additional 3 random action points added to
2 infantry units be in the same hex together. In no case can two artillery his 4 command action points from the scenario instructions for a total
units be in the same hex together. of 7 AP for that turn.

4.3.1. No more than 1 VP coun- 6.1.2. Each AP point allows each side to move, perform com-
ter per hex. A single VP counter bat or, in the case of leaders, rally units.
may be in a hex with other
units without exceeding unit 6.1.3. Each unit, as it is picked to perform actions must com-
hex limits. plete its action before the next unit starts to perform an action.

6.1.4. Once a unit has been activated and completed its al-
lowed action, it can not be activated again until the next turn.

6.2. ACTIONS ALLOWED:


6.2.1. All infantry type and artillery units may move or fire
on the expenditure of 1 AP per unit moving or firing. Once an
infantry or artillery unit performs a move action they may not
perform a fire or infantry close combat action, and vice versa.
4
6.2.2. If adjacent to enemy units, infantry type (elite, regular, light, Example: in the situation where an infantry
militia) units may declare a close combat attack at the cost of 2 AP. unit and an artillery unit, in a hex together,
are adjacent to a friendly infantry unit, infan-
6.2.3. Dragoons may move or fire for 1 AP expended. For 1 try units could not move into or through each
additional AP, Dragoons may move and fire. Dragoons may not
4E 4E 2E 2E
fire and then move in the same turn. Dragoons may never conduct
other, as it would violate hex limit rules. The
artillery could move into the hex with the ad-
close combat. jacent infantry, as this would not violate hex
4 4 4 4 limit rules.
6.2.4. Any unit, except artillery, accompanied by a leader
may move 1 additional hex over its normal movement rate for the 7.2.1. Units may freely move through lead-
4 of 1 additional
expenditure 4 AP 4(for a total of42 AP for the move- er units and leaders (friendly or enemy) do not
ment). Units exercising this option must begin and end their turn block movement for any unit.
with the leader and may not conduct fire or close combat during
the turn4this option4is used. Terrain
4 effects still
4 apply as normal. 7.3. Leader units are eliminated if alone in a hex and an
enemy unit moves into the hex. Further, a unit does not have
Example: an4infantry 4Estarting
2 1 hex
move through
E
2of clearunit 2 anda2then
terrain
turn
E
21with a2leader
E could
hex of forest at the
to stop if moving into a hex where an opposing leader is alone in
a hex.
expenditure of 2 AP. However, if the first
24 hex entered
2 was forest, the
4 2a second4hex,2as units
2 not move
unit could 4 entering
must stop when
forest hex. 8. combat
4 4 2 4 2 4 8.1 To conduct combat players must pick a unit to perform an
2 2 1/1 1/2
action and declare combat (either fire or close combat).
4 4 2 4 2 4
2 2 2/1 2/2 8.2. Fire Combat
8.2.1. To conduct fire combat players expend 1 AP, determine
2 stop.
1 AP Unit must 2 2
1 AP 2
2 AP the range and hit numbers, then roll the proper number of dice
for the unit attacking, modifying the final hit number rolled on
2 2 each die for terrain. Consult the combat chart on the gameboard.
2 that start2the turn in the
6.2.5. Leaders 2 same hex as a friendly Players score a hit for each die rolled that is equal to or greater
combat unit do not have to spend an AP to move if the unit in the
than their “hit number”.
hex they are with activates to move (spending 2an AP for 2 the mov-
2 leader2stays with
ing unit) and the 1/1 1/2
the unit during the entire turn.
Leaders alone do have to expend 1 AP to move. Combat Chart “Hit Numbers”
2 2 Close
2 may not
6.2.6. Players 2 move through a hex if this would cause
2/1 2/2 Range 1 Hex 2 Hex 3 Hex
Combat
them to violate the units per hex limits during the move. This rule
Infantry (Elite,
applies during retreat also.
Regular, Light, 4-6 5-6 6
6.2.7. Use the ACTION POINT TRACK on the game and Militia)
board to keep track of actions expended during a turn. As units Dragoons None 5-6
perform actions, move the marker down the appropriate num-
Artillery None 4-6 5-6 6
ber of spaces for each unit performing actions. When the marker
reaches zero the current player’s turn is over. Example: At two hexes away artillery firing at an infantry unit
on a hill rolls 3 dice with the results being 5, 5, 6. This would score 1
7. Movement hit on the infantry unit (the hit numbers are reduced by 1 for the hill
terrain to 4, 4, and 5 and the hit values being 5 and 6 at two hexes
7.1. All units have a base movement allowance based on unit
away). If the artillery were firing at the infantry two hexes away in
type. Movement is conducted one hex at a time and is from hex to
clear terrain and rolled 5, 5, and 6, it would score 3 hits on the in-
adjacent hex. No unit may ever move more hexes than its normal
fantry.
movement rate unless accompanied by a leader and the expen-
diture of an extra AP, or when using the Advanced – Optional 8.2.2. The targeted unit when hit is then reduced by flipping or
force march rules. replacing the unit to the proper MP value. If the number of hits re-
duces the targeted unit below 1 then that unit is eliminated, unless
7.1.1. Units may not move more than once in a turn.
it is an Elite Infantry, in which case you must roll to see if it is elimi-
7.2. Players may not violate the unit per hex rules with any move- nated. Eliminated units are removed from the game board.
ment; this would include moving through units or swapping posi-
(Note: This does not reflect all of a units men being killed, mere-
tions with units.
ly the unit losing its combat effectiveness through strength losses and
morale breakdown.)
5
4 44 44 44 1LT
2 2 4 2 4 2 2E 4 2E 4
4
GAME EXAMPLE
4E4 4E 4 4E 4 4E
2 3LT 4 3LT 4 1LT 4 4 4
42E E 42E E 22E E 4 22E E
4 2
4 2 2 2
4 4 4 1LT 1/1 4 1/2 2 2/1 4 Cl
ear Mo D

44 44 2 44 2 4 LO
S ,R
an
ve rag
and oon
Fir

2 2 2
Victo
2 2 2 2
e, 2

4 4 2 2
ge
2 A P Poin
E E E E
4E 4E 2 4E 2 42E 22 2 2 2 2
41/1 1/11/2 4 1/22/1 2 42/2 2 4 Victo
2 2 2 4 34 3 4
2LT 2 14LT OS
Poin

2 2E 2 2E 22 2E 22 2E 2 LT
Blo
c ke
dL

24 2 42 224 22 4

OS
dL
2 4 2/12

c ke
Victo
2 4
2/2
4
2 2 14LT Poin

Blo
2 4 3LT 4 32LT 4 2 1LT 1/1 1/2 Victory
Point
2

2 2 2 2
nge

3
ge
, Ra

2
n

44 ,
44
Ra
424E 2 44E
OS

OS
E E
4 4 24
rL

2 1LT 2/1
ar L

1/1 1/2 2/1 ea2/2 Victory


Cl 2/2
2 2
Cle

Point
Clear LOS, Range 1, units

2 2 2 e 2
ng adjacent allowing close combat
a
,R
2 2 2 2 22E 2 22 E 22 E ea 2
2ErL
OS

4E 4E 4E 4E 2
Cl
2
Victory
Point

2 2 1/1 1/2
2
2E 2E 2E 42 2E 42
Example above: The British player has 6 AP bat with his elite infantry that has started adjacent to the
42
this turn. With 2 of his AP he moves his American infantry located in the woods. The American
dragoon (1 AP) 3 spaces and fire combats infantry would roll his morale check first, and would only
2 2
2 2 2/1 2/2
(2nd AP) the American infantry. His retreat on a roll of 6 because his morale is 5 (4 for his SP 2
22
hit numbers are 5 and 6. For 1 AP + 1 for the effects of the woods). Regardless of whether
1/1 1/2 2/1 2/2
1/1
2 1/2
4 4 4
the British player then conducts fire the American retreats or not, the British finishes his
combat with his artillery againstVictory close combat. The British hit numbers would normally
the same American infantry at a Point be 4, 5, and 6 for close combat, but due to the effects of
range of 2. He does not have any the woods, he only hit’s on 5 and 6. The British artillery
2 2 2
other targets in LOS or range due to behind the river fire combats the American infantry with 2 2
22
blocking terrain. For the artillery at leader for 1 AP. The hit numbers are 6 due to the range

1/1 1/2 2/1 2/2


are also 5 and 6. For 2 more APVictory
2/1
2
All combat above roll 3 dice.
2/2
a range of 2 hexes, his hit numbers of 3. The British player has now spent all 6 of his AP.

the British player conducts close com- Point


6

2 2 2 2
If two units are in a targeted hex, hits are applied to the Example: A close combat conducted against
highest value unit. In ties, the owning player decides the unit a unit in forest terrain would be hit on 5,
to be hit. and 6.

8.2.3. On the gameboard is a combat chart, “Range” is the max- 8.4.4. If the defender retreats due to
imum number of hexes that a unit may fire during combat. “Dice a failed morale roll or is eliminated due
Rolled” is the number of dice the unit rolls when conducting combat. to close combat, the attacker may choose
This number does not change, regardless of the number of MP to advance into the vacated hex. Terrain
showing on the unit, nor is it affected by terrain. effects apply to retreat determination for
defending units.
Range and Firepower Chart
Example: A 2 MP infantry is defending on a
Hex Dice hill and is targeted for close combat by an enemy infan-
Unit Type
Range Rolled try. The defending 2 MP infantry would roll 1 die to de-
Infantry (Elite, Regular, termine if it retreats after close combat. On a roll of 1-3, 2 for its
2 3 current morale + 1 for being on a hill, then the unit would not retreat.
Light, and Militia)
On a roll of 4-6 it would have to retreat following the close combat, if
Dragoons 1 3 it survived. If a leader had been present with the 2 MP infantry then
Artillery 3 3 on a roll of 1-4, 2 for his current morale + 1 for leader + 1 for being
on a hill, the unit would not have to retreat.
Example: A 4MP infantry unit that has been reduced to 2 MP
would roll 3 dice in any combat he conducts. Against a forest hex the 8.4.5. Elite Infantry add +1 to their morale check to close
4 MP infantry would still roll 3 dice, but its hit numbers would be combat retreats due to their elite status. A roll of 6, regardless
affected by the forest terrain. of any (elite or otherwise) units adjusted MP, forces the unit to
retreat after combat.
8.3. LINE OF SIGHT: Units must have a clear line of sight to be
able to fire at each other. Clear line of sight is defined as straight 8.5 CLOSE COMBAT RETREAT RULES:
line through the center of the hex from the firing unit to the tar-
get unit, free of blocking terrain and units. Blocking terrain are 8.5.1. Defending units failing a morale check must retreat to-
forest, hills, town, entrenchment, and units (friendly or enemy). wards their side of the board as represented in the scenario setup,
Units in adjacent hexes may always fire at each other as terrain or towards its main group of friendly units that is not closer to or
does not affect line of sight for units this close. If blocking ter- adjacent to the attacking unit. Units may retreat adjacent to other
rain is located in a hex between the two units then line of sight enemy units as long as this would not leave the retreating unit still
is blocked. If line of sight falls along a hex side then line of sight adjacent to the attacking unit. If no other retreat path is available,
is blocked if both hexes adjacent to the hex side have blocking a unit may retreat into a hex still adjacent to the attacking unit.
terrain. If only one hex side has blocking terrain then the line of
8.5.2. Units unable to retreat because it’s retreat path is
sight is clear and the unit may fire.
blocked by impassable terrain, board edge, or enemy units
8.4. INFANTRY CLOSE COMBAT: are eliminated.

8.4.1. Infantry type units may conduct close combat instead of 8.5.3. Displacement: If a friendly unit blocks a unit’s retreat,
firing during their combat turn. Artillery and dragoons may not con- the friendly unit must also retreat to make room for the retreat-
duct close combat. Attacking units must be adjacent for close com- ing unit. This reflects the confusion created by retreating units
bat. To declare close combat, the attacker must expend 2 AP. running into and through friendly organized units. Only 1 unit
may be displaced to make room for a retreating unit. If more than
8.4.2. During close combat all defending units (other than 1 unit would need to be displaced to give a retreating unit an
leaders and VP units) in the hex roll one six sided die per unit be- opening, the retreating unit is eliminated instead.
fore the attacker rolls for the close combat hits. If the die is higher
than the units current MP, adjusted for leadership and terrain, 8.5.4. When infantry and artillery are stacked together, and
then the unit fails his morale roll and retreats one hex after the a morale check is made due to close combat, the infantry checks
close combat. If the defender passes his morale roll the defender their morale first. If they pass then the artillery is considered
still faces the close combat but does not retreat following the to have passed also. If the infantry fails, then the artillery must
combat roll. Leaders that are stacked with retreating units must make a separate morale check to see if they also retreat.
retreat with the units if all units are forced to retreat. VP units
8.5.5. If a leader is stacked with a unit that is eliminated ei-
may not retreat if all units are retreated out of a hex. A natural
ther due to fire combat or close combat the leader may retreat up
roll of 6 always means a retreat regardless of morale modifiers.
to 3 hexes unless blocked by enemy units or impassable terrain in
8.4.3. When rolling dice for the attackers close combat, apply which case he is eliminated.
terrain modifiers to the “hit” numbers rolled. Hits are allocated
to the targeted unit on rolls of 4, 5, and 6.
7
9. leaders hit determination rolls on the leader unit.
The leader player rolls 2 dice, the results
9.1. LEADER MOVEMENT: It costs one AP to move a leader. of which are 1, 4. Since a 1 was rolled the
A leader, moving alone, can move up to three hexes having to leader is now a casualty and is removed from
pay terrain penalties. Unlike other unit types, leaders may move the game and total AP are reduced by 1 for the
through other friendly units without regard to unit hex limits. remainder of the game. Had the roll been 2, 4 the leader would not
9.1.1. Leaders beginning and ending their turn with the same have been hit and would remain in the game, and total AP would
unit can move with that unit, without expending an AP, as long not be reduced. If the attack had been fire combat then only one die
as the unit spends an AP to move. The leader must move at the would have been rolled to check for leader elimination even though
unit’s movement rate. the attacker rolled two 1’s during the attack.

9.1.2. When moving with a unit, the leader, with the expen- 9.3.2. The penalty of -1 on command action points for a lead-
diture of an extra AP (2 total, 1 for the unit moving plus 1 for er loss is cumulative, meaning if the scenario has 2 leaders and
the leader movement bonus) may move the unit and itself 1 extra you lose them both you suffer a -2 modifier for the remainder of
hex. This is the only case, other than the optional force march the game. However, no players command action points may ever
rule, where a unit can exceed its movement value in a turn. This go below 0.
bonus can not be used with artillery units. Further, it can not be
used with Dragoon units when they move and fire. All terrain 9.4. LEADER RALLY
effects apply. Leaders may rally units, other than artillery, that have suf-
fered a reduction in MP due to combat. To rally, a unit must
Example: A leader starts the turn with a 4 MP infantry. The begin and end its turn in the same hex with the leader and the
player expends 1 AP and moves the leader with the 4 MP infantry unit and leader may not move during the turn. It cost one AP to
1 hex. He may then expend 1 more extra AP to move the leader and recover a MP and you may only recover 1 MP maximum per unit
unit an extra hex. per turn. Rallied units can never exceed the MP they start the
scenario with.
9.2. LEADER EFFECTS ON COMBAT:
Leaders add 1 MP for retreat determination to all defending Example: An American leader starts the turn in a hex with an
units in a hex where a leader is present during a morale check for infantry unit that has been reduced from 4 MP to 1MP. The leader
close combat. and the unit have not moved during the turn so are eligible to rally.
During his action phase the leader expends 1 AP and flips the in-
fantry to 2 MP.
9.3 LEADER CASUALTIES IN COMBAT:
9.3.1. Any time a leader is in a hex targeted by firing or close Rallied units may never move or fire during a turn in which
combat units, there is the possibility of the leader being elimi- they rally.
nated when a 1 is rolled.

During fire combat, no matter how many 1’s are rolled, the 10. victory conditions
leader rolls one die to see if he is eliminated. If the result is 1 again Each scenario has its own set of victory conditions that are
the leader is eliminated. based on victory points. The victory conditions for each scenario
are listed under Victory Conditions in each scenario. Generally
During close combat, for each 1 rolled, the leader rolls one victory points are awarded for:
die to see if he is eliminated. If the result is 1 again the leader
is eliminatd. A. Units eliminated including leaders (combat unit falls below
1 MP due to combat losses and is removed from the game)
If the leader is eliminated, the leaders = 1 VP per unit unless otherwise specified.
player must reduce his command ac-
tion points available by 1 for future B. Victory Point counters obtained/captured/ destroyed =
AP determination phases. 1 VP per unit unless otherwise specified. These represent
key locations, supplies, etc. depending on the scenario. Vic-
Example: A leader and tory Points for VP counters can only be earned when tak-
an infantry unit in a hex ing them from an opposing player. If a side starts a scenario
are close combated by a with VP counters, those VP counters do not count towards
4 MP enemy infantry. their victory point total; only to the opposing player should
The enemy infantry he obtain them.
roll 3 dice for their C. Time constraints — one side must obtain enough VPs by a
combat rolls. The re- certain number of turns or they lose the scenario.
sult of the roll is 6, 1,
and 1. The result is 1
hit on the infantry and 2
8
E 4E 2E 2E
11. advanced/optional rules When using this rule, players decide
which of their leaders to assign the values to

4 4 4 4
These rules add complexity to the game. The rules may be in a scenario. The following list is the leader
added individually or as a group at the player’s discretion. ratings by scenario:
11.1. Attacking units must pass a morale check before executing Long Island: American — Washington
close combat, but after they pay the AP for the close combat. If 2/2, Putnam 1/1. British — Howe 1/2,
they fail, then it costs the extra AP and the attacking unit can Heister 1/1.
only conduct fire combat. Leaders add 1 MP for morale determi-
nation to the attackers making a morale check before executing Harlem Heights: American — Washing-
close combat.

4 4 4 4
ton 2/2, Knowlton 1/1. British — Howe 1/2,
Leslie 1/1.
11.2. Only units that have not been fired on in the current turn
may be rallied. White Plains: American — Washington 2/2,
McDougall 1/1. British — Howe 1/2, Rahl 2/1.
11.3. Elite units may roll 4 dice instead of 3 if their MP is 4
or 3. Once below 3 MP, they roll 3 dice. Do not use this rule Trenton: American — Washington 2/2, Greene 1/2. British
with 11.6. — Rahl 2/1.

4 4 4 4
11.4. Artillery range is increased by +1 when firing from a hill Weitzel’s Mill: American — Williams 1/2, Campbell 1/1.
and hit on a “6” at the extra hex. British — Cornwallis 2/2, Tarleton 1/1.
11.5. Artillery is –2 for terrain effect when firing into forest. Brandywine: American — Washington 2/2, Greene 1/2.
British — Howe 1/2, Knyphausen 2/1.
11.6. Leaders are given two ratings on their counter. The first
number, reading left to right is the leader’s combat value for close Bemis Heights: American — Gates 1/1, Arnold 2/1. British
combat when accompanying an infantry type unit. For the expen- — Burgoyne 1/1, Fraser 2/1.
diture of 1 AP a player may add a die for each leader point to the

2 2
combat roll of an infantry unit that they are attached to that is
attacking using close combat.
2
Example: Washington is a 2/2 rated leader. If a player spent 2
2
Monmouth morning: American — Lee 1/1, Lafayette 1/1.
British — Clinton 1/2, Cornwallis 2/2.

Monmouth afternoon: American — Washington 2/2,


AP to get the infantry unit that Washington was stacked with to Greene 1/2. British — Clinton 1/2, Cornwallis 2/2.
attack close combat, he could spend an additional 1 AP so Wash-

2 2
ington could add 2 more dice to the attack, giving the player 5 dice to Kings Mountain: American — Campbell 2/1, Shelby 1/2.
roll in the close combat. British — Ferguson 2/1.

2 2
When using this rule, any 1’s rolled by the attacker causes a
2
leader casualty check for the attacking leader. If a defending lead-
er is in the hex being attacked, then both defending and attacking
Hobkirk’s Hill: American — Greene 1/2, Huger 1/1.
British — Rawdon 2/2, Watson 1/1.

Eutaw Springs: American — Greene 1/2, Marion 2/1.


leaders would make a leader casualty check for any 1’s rolled. British — Stewart 1/1, Majoribanks 2/2.
The second number on leader counters is how many hits they
can take in combat before they are eliminated. Only leaders rated
2 may take more than one hit. If a two rated leader is hit, flip the
2 2
Princeton: American — Washington 2/2, Mercer 1/1.
British: Mawhood 2/2, Leslie 1/1.

2 1/1
leader counter showing the reduced hit value. On the second hit 1/2
the leader would be eliminated with the effect of the loss of AP as
in the standard rules.
11.7. If the defender is eliminated by an adjacent attacking
unit in fire combat, the attacking unit may advance into the
vacated hex.
Nationality Flag 11.8. Infantry type units may force march, giving them 1 extra

Unit Icon
2 2
hex of movement; it cost 1 extra AP to attempt to force march.
Units roll a die and then compare to their MP. If the die roll is
equal to or less than their MP then they can move the extra hex.

2 2/1 Hit Value 2/2 If they fail the morale roll they still have expended the extra AP
but do not get to move the extra hex.
Combat Value 11.9. For force marches that are successful, the unit rolls a die
after moving. On a roll of 4, 5, or 6 he must reduce the unit 1 MP
to represent fatigue. On a roll of 1, 2, or 3 he does not reduce the
unit. An infantry may not use the leader bonus to move 2 hexes
for 2 AP, and then attempt to force march for a third hex.
9
11.10. Units do not stop when entering a hill hex; it is treated as Down South — King’s Mountain,
clear terrain for movement purposes. Hobkirk’s Hill, Eutaw Springs, Weit-
zel’s Mill
11.11. Dragoons have the option of retreating prior to close com-
bat instead of accepting the attack.
Game design:
11.12. Command Action points may be adjusted to help balance Mike Wylie
a scenario for players of varying skills. Grant Wylie
11.13. Players can start each scenario with the same command Matt Burchfield
action points as each other to see how they would do instead of Kevin Wylie
the historical commander. When using this optional rule, use the
highest command action point limit for the scenario and make it
Game art:
available to both players. Cover Art:
“Washington at the Battle of Princeton”
11.14. Flank/rear attacks – If 2 or more attacking units are Painting by Don Troiani
directly opposite of each other with the defending unit between www.historicalimagebank.com
them, and all units attack the defender during the turn, the attacking
units add +1 to their die rolls for hit determination. Further, in close Counter Art:
combat, the defender subtracts -1 for morale retreat rolls. Gary Zaboly

11.15. Grand Tactical Scenarios – For Long Island and Hex Art, Game Components, Rules and Scenario Layout:
Brandywine scenarios reduce the range (not firepower) for all Sean Cooke
units by one hex. www.officialseancookefanclub.com

Visit our website for more information on this title


12. Campaign Scenarios and all Worthington Games at:
Several of the scenarios can be linked to make up a campaign www.WorthingtonGames.com
scenario. In the campaign scenarios victory conditions are deter-
mined by the total VP earned in all of the scenarios for that cam-
paign combined. When a scenario ends in victory for one side, © Copyright 2008 Worthington Games
each side receives the VP earned at the point the game scenario
ends. If a side loses a scenario due to time constraints, the victor
is given the maximum VP for the scenario needed to win and the
loser receives the VP he has earned at the point the game ends.
The following are the campaigns:

New York Campaign — Long Island, Harlem Heights,


White Plains

Washington’s Christmas Campaign — Trenton, Princeton

Turning Point — Brandywine, Bemis Heights, Monmouth


morning, Monmouth afternoon

10
13. Scenario section
introduction
The scenarios for Hold the Line are famous battles from the
American Revolution given in chronological order. Each page of the
scenario section is a game unto itself. At the top of the page is the
map layout, showing both what terrain and in what locations the ter-
rain is placed. Also on the map layout are the unit locations. The unit
locations further give the unit type, class, and starting MP values.
The unit icons mean the following:

Americans British

Regular Infantry:
4 4
3 or 4 MP

Elite Infantry: 4E 4E

Light Infantry: 3Lt 3Lt

Militia Infantry:
All 2 MP infantry units on 2 2
the map layout are militia.

Artillery:
All artillery start
at 2 MP value.

Dragoons:
All dragoons start
at 2 MP value.

Victory Counters: VP VP

Leaders:

On each scenario page is a legend showing how many terrain tiles


are needed in each scenario setup, units setup, victory conditions,
and special rules specific to that scenario.

11

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