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16<br />

Oriskany <strong>Exclusive</strong> <strong>Rules</strong><br />

Oriskany <strong>Exclusive</strong> <strong>Rules</strong><br />

T A B L E O F C O N T E N T S<br />

I. Prepare for Play......................................... 16<br />

1. Game Length......................................... 16<br />

2. Player Order.......................................... 16<br />

3. At-Start Army Morale............................ 16<br />

4. Momentum............................................ 16<br />

5. Deployment........................................... 16<br />

6. Ambush Blocking Hex Selection............ 16<br />

II. How to Win............................................... 17<br />

1. British Decisive Victory........................ 17<br />

2. American Decisive Victory.................... 17<br />

3. Substantial Victory................................ 17<br />

4. Marginal Victory................................... 17<br />

5. Victory Point Schedule.......................... 17<br />

III. Series <strong>Rules</strong> Variations........................... 17<br />

1. Leaders.................................................. 17<br />

2. Retreat Priorities.................................... 17<br />

3. Movement & Combat............................ 18<br />

IV. Special <strong>Rules</strong>........................................... 18<br />

1. Herkimer Relief Column (HRC)............ 18<br />

2. The Ambush.......................................... 18<br />

3. Ft. Stanwix and The Hornwork.............. 19<br />

4. Indian Withdrawal................................. 20<br />

5. Weather................................................. 20<br />

6. Mohawk River....................................... 20<br />

V. Special Units............................................ 21<br />

1. Tryon County Militia Companies........... 21<br />

2. British Player Indian Units.................... 21<br />

3. Supply Wagons...................................... 21<br />

4. Garrison Artillery.................................. 22<br />

5. Coehorn Mortar..................................... 23<br />

Oriskany Historical Essay............................. 23<br />

Oriskany Order of Battle............................... 25<br />

I. Prepare for Play<br />

Design Note: Historically St. Leger’s 6-pound battery<br />

fieldwork/emplacement was not completed until 7 August<br />

1777—the day after the ambush of Herkimer’s column. For<br />

play balance and playability all fieldworks are considered<br />

completed on 6 August.<br />

1.1 Game Length<br />

The game begins at 6:00 AM (Turn 1) and ends at 7:00 PM<br />

(Turn 14) unless either a Decisive or Substantial Victory<br />

is achieved prior to the final turn (see Rule II).<br />

1.2 Player Order<br />

British player moves first until the Ambush. American<br />

player moves first on the turn following the Ambush.<br />

Remaining turns are Random Player Order according to<br />

Series <strong>Rules</strong> 6.0.<br />

1.3 At-Start Army Morale<br />

At start level is 14 for both players.<br />

1.4 Momentum<br />

Neither player starts with momentum.<br />

1.5 Deployment<br />

Both sides deploy their units as indicated by<br />

the hex designations on their counters (Americans<br />

first).<br />

The following deployments are discretionary:<br />

American:<br />

• The 9th Massachusetts, 3rd New York, and Oneida Militia<br />

are placed in Ft. Stanwix or the Hornwork, subject<br />

to Stacking Limits.<br />

• The Oneida Indians are placed with any unit in the<br />

Herkimer Relief Column.<br />

• The Garrison Artillery can be broken down into two<br />

replacement counters (a lesser garrison gun and a mobile<br />

battery). These units are held off-board until they<br />

are utilized as described in Rule 5.4.<br />

British:<br />

• Joseph Brant is placed with any Mohawk unit.<br />

1.6 Ambush Blocking-Hex Selection<br />

The British player secretly notes the road hex<br />

that will serve as the Blocking-Hex for the<br />

Ambush. The Blocking-Hex may be any hex<br />

on the road between hexes 5319 and 3311 inclusive.<br />

© 2013 <strong>GMT</strong> <strong>Games</strong>, LLC

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