From: "Brandon Einhorn" Subject: Re: Variants - 1776 - AH Militia 1) Militia may not leave the area of their creation. 2) For rebel militia to avoid the -1 combat modifier, there must be at least one regular strength point (SP) for each militia SP. For Tory militia there must be one British SP for the entire stack. 3) Any Militia attacking at adds below 1 - 1 are halved. Militia being attacked at 2-1 or greater is also halved. 4) At the quarterly interphase, if 50% of the rebel militia that started the quarter has been lost, the new militia status is reduced one column. Thus if for the 1st quarter the maximum was 9 and 5 militia SP were lost, during the 2nd quarter the new status will be reduced from Max. to Avg. or Avg. to Min. [This is to prevent suicide attacks] Combat 1) Losses must be distributed evenly and alternately between militia and regulars. 2) If a withdraw card is played, the retreating force must leave the hex. The victor may designate one hexside the loser may not retreat through. Thus certain hexes (peninsulas) may be death traps. Hidden Movement & Limited Intelligence The American player uses inverted counters and group marker to simulate limited intelligence. Stacks containing 0 to 3 SPs use inverted counters, with dummies as usual. Stacks larger than three SPs use group markers. Group Marker Size of stack A 4 to 8 SPs B 9 to 14 SPs C 15 or more SPs Once each turn the British player may make an intelligence check on one stack. The American player must identify the number of SP +/- 20%, rounded to the rearest number. Thus a stack of 13 could be reported as any number from 10 to 16 [20% of 13 = 2.6 -> 3, 13 +/- 3 = 10 .. 16]. * Perhaps 0-2, and 3-7/8 would be better? Force March You can save unused movement points and apply them to forced march movement if needed to cross a river. You are never eliminated for being unable to expend MPs. Forced marching may be used to overrun. Sieges If units are completely besieged in a fort they may not get replacements, and all winter reduction losses must be taken there first. Entrenchments 1) Units that are entrenched do not inhibit enemy movement through the hex. They must come out of the entrenchment and remove the entrenchment counter. 2) Tactical cards are not used when attacking entrenched units. 3) Units that are entrenched may be over run if the attacker has sufficient force. Movement A force entering a hex may screen one hexside. Enemy units in that hex may not exit the hex via that hexside, unless they overrun the force. If there are friendly units in the hex they may `join' with other friendly units to screen a chosen hexside. If there are only enemy units in a hex, then only the hexside used to enter the hex may be screened. The purpose of the rule is to allow the British to come out of Boston to attack the Americans, and to prevent the Americans from reentering Boston. What if ... The British treated the Tories better. min->avg, avg->max British supply units have 5 rather than 7 mp. Use the leader counters and rules from the general. brandon@global-tech.com