BEFORE NAPOLEON: FRENCH AND INDIAN WAR CAMPAIGN

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1 BEFORE NAPOLEON: FRENCH AND INDIAN WAR CAMPAIGN Contents Land Forces... 2 Naval Groups... 2 Leaders... 2 Sequence of Play... 3 Initiative... 3 Land Movement... 3 River & Lake Movement... 4 Sea Zones... 4 Naval Transport... 4 Naval Interception... 4 Naval Combat... 5 Supply... 5 Sieges... 5 Indians, Militia, & Provincials... 6 Ambushes... 6 Reinforcements... 7 Land Combat... 7 Victory... 8 Leader Ratings... 8 INITIAL FORCES... 9

2 You should also have a copy of the campaign map. Both the rules & map are available at: BNBeforenapoleon.com This is a free add on campaign to the rule set Before Napoleon. The game begins in May 1755. Each turn is 2 weeks. All campaign seasons start in May & end in September so a campaign season is 10 turns long. The game ends at the conclusion of the 1760 campaign season. Any tactical rule set may be used though some minor changes will be necessary if Before Napoleon is not used. Land Forces Each stand of land troops is 120 men except for Rangers, Coureur de Bois, & Indians which are 60 men per stand. A stand of guns is 2 pieces. Battalions will start with 600 men each. They may be increased in strength through replacements & reinforcements. Naval Groups A Naval Group is defined as either: 1 First Rate 1 Second Rate & 1 Third Rate 3 Third Rates 5 Fourth Rates Players may choose any of the above compositions for each of its Naval Groups. Leaders Leaders will use their initiative rating to move troops. If 2 or more leaders are stacked together then the highest ranking leader s initiative rating is used. If several leaders have the same ranking then the player may choose which leader to use. Two star leaders out rank one star leaders. A newly recruited leader must have the lowest Appearance number of the available leaders of his rank. The player may choose to recruit either a one star or a two star leader. During each Winter turn one leader may be dismissed & replaced by the next leader of his rank scheduled to appear. The British may have only 1 two star leader on the map at any one time. When a tabletop miniatures battle is fought then the player may create tactical leaders to supplement any strategic leaders that are present. There may be 1 leader for every 5 units. At the completion of a battle roll 1D6 for each strategic leader that was present. On a result of 1 the leader was killed.

3 Sequence of Play Each campaign turn consists of the following phases. Reinforcement Phase Attrition Phase French Naval Movement Phase British Naval Movement Phase Naval Interception Naval Combat Phase French Movement Phase French Land Combat Phase British Movement Phase British Land Combat Phase Players may choose to write orders. If this is done then the sequence of play is: Reinforcement Phase Attrition Phase Write Orders Naval Movement Phase Naval Interception Naval Combat Phase Movement Phase Land Combat Phase Initiative In order to move a land unit must pass an initiative roll. Roll 1D6. If the modified result is less than or equal to the ranking commander s initiative rating then the unit may move. The moving unit need not be accompanied by the commander that made the roll. Modify the roll by -1 if a Supply Unit is expended. Modify the roll by +1 if the unit is in a Wilderness location. A unit that is not stacked with a commander has an intrinsic initiative rating of 2. Indians have an intrinsic initiative rating of 3 & are not subject to any DRM s. An initiative roll is not required for naval transportation that originates in France, Britain, a port on the St Lawrence, or a port on the Atlantic. A roll is required on the Great Lakes & rivers & will receive the favorable -1 die roll modifier. Land Movement Locations are stars (forts), squares (settlements), or circles (wilderness.) These are linked by transportation lines which are Primary (Red), Secondary (Black), Paths (Yellow), Rivers (Blue), Lakes, or Ocean.

4 Red transportations lines cost 1 Movement Point (MP), Black or Blue lines cost 2 MP, & Yellow ones cost 4 MP. All land units have 4 MP each turn. A unit must stop when it enters an enemy occupied location. River & Lake Movement Land units may move along rivers & lakes without naval transport. They are assumed to be using canoes & bateaus. A naval transport is required when using the Ocean. Units may move by water to any location on the same great lake in 1 turn or may instead move to an adjacent great lake. The Saint Lawrence, upstream from Montreal, & Lake Ontario are considered to be the same body of water. Units may not move along a river (Blue Line) past an enemy occupied fort. They must stop when entering the fort space & disembark. They may not embark from the space unless they control the fort. Sea Zones There are 6 sea zones on the map. Zone 1 contains Halifax, Britain, & France. Zone 2 contains the mouth of the Saint Lawrence. Louisbourg is in both zone 1 & zone 2. Zone 3 is the central Atlantic Ocean. Zone 4 contains Boston. Zone 5 contains New York & zone 6 contains Baltimore. Only ocean going vessels may be in these zones & each ship has to be localized to a specific zone. Ships enter the map by leaving France or Britain & first entering zone 1. Ships may move to any adjacent sea zone, but they may not enter zone 2 from zone 1 unless their side controls Louisbourg. Montreal may not be sailed to unless Quebec is controlled. The St Lawrence is navigable by ocean going vessels up to Montreal. The Lachine Rapids prevent navigation past Montreal in either direction. A naval unit may move 1 sea zone each turn. Leaving port counts as movement so the unit exiting the port must stop in the first sea zone entered. Entering port does not count as movement so a unit may enter a sea zone & proceed into any port in that zone. Naval Transport Each Naval Transport is confined to moving in sea zones. Units may move along rivers & lakes without Naval Transports. Each transport may carry 800 troops. Each gun will have 25 men. Naval Interception Naval units should be organized into fleets. A naval encounter may occur if opposing fleets are in the same sea zone during the Naval Interception Phase. One roll will be made for each pair of opposing fleets in the same sea zone to determine if they encounter one another.

5 Sea Zone Interception # 1 6+ 2 3+ 3 6+ 4, 5, 6 3+ Fleets based in Britain, Halifax, & Louisbourg may attempt interceptions in sea zone 1. Fleets based in ports on the American coast may attempt interceptions in the sea zone that they are on. A Fleet that is in a port may not be intercepted. If a fleet is at sea (not in a port) then it may add +1 to its die roll. A unit that enters a sea zone & immediately goes into a port will have to check to see if it was intercepted before entering port. Each interception is resolved separately. A fleet may intercept more than 1 enemy fleet & may be intercepted more than once, though each event is resolved as a different combat. The order of combats is determined randomly, though any combats involving transports are resolved after combats that do not involve transports. Naval Combat Either your favorite set of miniature rules may be used or the naval quick combat procedure in the campaign section of Before Napoleon may be used. Supply Units, except Indians, that begin their turn in a Yellow Circle location or in a location that contains an enemy controlled fort, must check for attrition. Roll 1D6. Modify the die roll by +1 if a Supply Unit is expended. Roll Attrition 1 or 2 15%, 3 or 4 10% 5 or 6 5% 7+ 0% All units must be in a settlement or fort during the winter. Units that do not start the Winter in one will suffer 50% casualties & are placed in the nearest friendly settlement or fort. For each supply unit expended then this loss may be reduced by 10% (that is, expend 1 supply unit & the loss will be reduced to 40%.) Sieges A defender may withdraw into a fort & decline a battle. If this occurs then the enemy may announce an opening of a siege. Louisbourg, Quebec, Montreal, Albany, Boston, New Haven, New York, Philadelphia,

6 Baltimore, & Alexandria are large fortresses which may hold up to 12,000 troops (100 stands of infantry.) Other forts may hold 2,500 troops (20 stands of troops.) All forts contain intrinsic artillery. Large fortresses will have 64 guns (32 stands of artillery.) Other forts will have 16 guns (8 stands of artillery.) If setting up a tactical battle then ¼ of the guns should be apportioned to each side of the fort. When assaulting a fort the attacker may choose to assault only 2 adjacent sides of the fort so that only these 2 sides need be set up on the table. On the turn after entering the location & declaring a siege then the besieger will either have to begin checking for attrition or will have to expend 1 supply unit each Attrition Phase. During his Combat Phase he will roll to 1D6 breech the walls. A large fortress is breeched on a 6 & other forts on a 5 or 6. If Indians are unaccompanied by European or Colonial troops then the die roll is modified by a -1. If European or Colonial besiegers lack artillery then the die roll is modified by -1. It takes a minimum of 480 troops (4 stands of infantry or 8 stands of Indians) to besiege a fort & 1,200 troops (10 stands of infantry or 20 stands of Indians) to besiege a large fortress. Indians, Militia, & Provincials Indians may be recruited by both sides. The green numbers on the map are the sites at which Indians may be recruited. They will enter the map at any of the land areas connected by a green line to their number. The British may only recruit Indians at numbers 1, 2, 3, & 4. The French may recruit at any number. Each group of recruited Indians is 480 warriors (8 stands.) Indians may be led by European & Colonial leaders the same as other troops. They may also be led by Coureur de Bois, in which case the Coureur de Bois will have an initiative rating of 4. If Indians rout during a battle then they will return home & must be recruited again. Indians may never use artillery. Indians, Militia, & Provincials disband each winter. Militia & Provincials will return in their home city at full strength each May. They will not return if their home city is enemy controlled. American militia will appear at the following cities: Virginia at Alexandria, Maryland at Baltimore, New Jersey at Trenton, New York at Albany or New York, Massachusetts at Boston, Connecticut at New Haven. Ambushes An ambush can occur if either side contains Indians, Coureur de Bois, or Rangers. When a combat is to occur then if either side has Indians, Coureur de Bois, or Rangers both sides should roll 1D6. Each side may add +1 to their die roll if they have any Indians, Coureur de Bois, or Rangers. If a side wins the die roll by +3 then it has ambushed its opponent. If the combat occurs in a Wilderness location then an ambush occurs on a +2. The procedure for an ambush should be determined by the tactical rules. As a suggested procedure, the ambusher should set up the terrain & should pick the side of the table he will deploy on. The loser of the

7 die roll should set up all of his forces first. The ambusher then deploys & is also allowed to deploy any portion of his forces on his opponent s flank. As an alternative, the ambushed force must deploy in column along a trail that is located along the center of the table. The ambusher may deploy anywhere so long as he is 12 away from his enemy. Reinforcements Each side may attempt to obtain new forces during each Reinforcement Phase. The British receive 3 recruitment dice & the French receive 2 recruitment dice each turn. The French will lose 1 die for each if they do not control Montreal or Quebec. The British lose 1 die each for loss of control of Albany, Boston, New Haven, New York, Philadelphia, Baltimore, or Alexandria. These dice will be used to obtain reinforcements from Europe. A player may use each recruitment die to roll for one of the following: Regular Troops Naval Transports Naval Groups Commanders A D6 roll of 6 is a success. The patient will receive either: 2 battalions & 4 guns of reinforcements, 3 Naval Transports, 1 Naval Group, or 1 new Commander. Each side will also receive 1 die that may be used to obtain new supplies or replacement, all of which will come from North America. If the die is used for supplies then the die result will be the new Supply Units that he will receive. If the die is use for replacements then a die result of 5 or 6 will result in new replacements. 5 stands of infantry replacements will be received. Infantry replacements may be used to man captured artillery or to replace artillerymen or to replenish infantry battalions. One stand of infantry will replace 4 stands of artillery. These replacements are poorly trained colonial troops so any units that has received replacements cannot be rated higher than 2 nd Rate Line. New battalions that are transported from Europe may be broken up & used as replacements if desired. Each turn the French may make 2 rolls to recruit Indians & the British may make 1 roll. The French are successful on a 5 or 6. The British are successful on a 6. A success will allow 480 Indians to be brought onto an Indian Entry Point. The French lose 1 of their rolls if the British have 6 victory points. They lose both rolls if the British have 12 victory points. The British lose their roll if the French have 6 victory points. The British will have 2 rolls if they have 12 victory points. Land Combat Either the quick combat procedure in the campaign section of Before Napoleon or your favorite set of miniature rules should be used to resolve combat. The losing side must retreat into an adjacent location that is nearer to their home territory.

8 Victory The British will receive 1 victory point for each location captured that started under French control. The French will receive 3 victory points for each location captured that started under British control. If the British begin a winter turn in control of Quebec, Montreal, & Trois Riveries then they automatically win. If the French begin a winter turn in control of Boston, New Haven, New York, Philadelphia, Baltimore, or Alexandria then they automatically win. The game ends at the end of the 1760 campaign season. If the British have 18 victory points then they win. If not, then the French are the victors. Leader Ratings S means that the leader is present in the initial setup. A number is the order in which the leaders will appear. BRITAIN Name Rank Initiative Appearance Rating Braddock ** 3 S Competent Shirley * 3 S Dullard Mockton * 4 S Good Johnson * 3 S Good Loudon ** 2 1 Competent Abercromby ** 3 2 Dullard Amherst ** 4 3 Good Wolfe * 5 4 Superior Forbes * 4 5 Competent Gage * 3 6 Competent Murray * 3 7 Superior Stanwix * 3 8 Competent Before Napoleon FRANCE Before Napoleon Name Rank Initiative Appearance Rating Marquis de Vaudreuil ** 3 S Dullard Bougainville * 3 S Superior Contrecoeur * 4 S Good Dieskau * 5 S Good Montcalm ** 6 1 Superior Bourlamaque * 3 2 Good Levis * 4 3 Superior Rigaud de Vaudreuil * 3 4 Competent Chevalier de Drucour * 3 5 Competent

9 INITIAL FORCES May 1755 BRITISH Regulars 7 Battalions (4,200 men, 35 stands) 40 th, 44 th, 45 th, 47 th, 48 th, 50 th, 51 st Battalions Rogers Rangers 360 men, 3 stands Provincials 10 Battalions (4,800 men, 40 stands) Connecticut 1, Maryland 1, Massachusetts 3, New Jersey 1, New York 2, Virginia 2 Battalions Artillery 34 guns (17 stands of 6 pdrs), 6 mortars (3 stands) Braddock, Shirley, Johnson, Mockton Naval Groups 8 (3 must be based in Britain or Sea Zone 1) Naval Transports 16 FRENCH Regulars 6 Battalions (3,600 men, 30 stands) Artois, Bearn, Bourgoyne, Guyenne, La Reine, Languedoc Troupe de la Marine 1,200 men, 10 stands Coureur de Bois 180 (3 stands) Militia 3,960 (Montreal 1,200 men; Quebec 1,200 men; Trois Rivieres 600 men, Acadians 960 men, 33 stands total) Indians Hurons 480, 8 stands (Indian Entry Point 8) Shawnee 480, 8 stands (Indian Entry Point 10) Algonquin 480, 8 stands (Indian Entry Point 6) Artillery Dieskau, Contrecoeur, Bougainville, Vaudreuil Naval Groups 5 Naval Transports 4 18 guns (9 stands of 6 pdrs), 6 mortars (3 stands)