The Battle of Bladensburg
our great shame
In August, 1814, Major General Robert Ross led veterans of the Napoleonic wars against several groups of American militia. Unfortunately for the Americans, Brigadier General Tobias Stansbury abandoned his position on Lowndes Hill and neglected to burn the bridge after withdrawing his troops to the west. After a series of miscommunications and strategic blunders, the American militias broke and fled allowing the British to march on Washington D.C.
GoalBritish must burn the capital of Washington D.C. Washington D.C. is a capital territory with 8 units defending it. These units cannot be moved out of Washington D.C. or replenished.Americans must secure Bladensburg by owning all 5 road entrances at the start of their turn. Alternatively the Americans may eliminate all British troops.
Rulesd7 dice are standardPlacement is only allowed on the 5 road territories at the edge of the board.6 attacks3 fortifies to any connectedReturn to fortifyMax 20 units per Infantry territory, 12 units per Artillery TerritoryAbandon on reverts to neutral immediately (avoid using the T button)
BonusesIn hand bonus: 4 armies, can only be placed at road ends. Entrenchment bonus (factory): 1 army added to each Infantry and Artillery territory per turn up to a maximum of 10 for Infantry and 12 for Artillery.
Each hex is divided up into 8 sections.Infantry: The small interior hex. Attacks all other parts of the same hex and the adjacent infantry territories. Cannot attack across water unless a bridge is present. Attacks adjacent infantry territories. 20 unit maximum. Entrenchment bonus adds 1 unit at the beginning of each turn up to 10 units.Artillery: The 6 outside edges of each hex. Artillery attacks infantry territories up to two spaces away in a straight line. Attacks with a +1 dice advantage from Fields and Forests and with +2 from Hills. Can not attack the other side of hills or forests. 12 unit maximum. Entrenchment bonus adds 1 unit at the beginning of each turn up to 12 units.Scout: Small circle in the middle. 1 unit maximum. Can see all territories up to two spaces away in all directions. Will be autocaptured at the beginning of your turn by the infantry territory of the same hex.
Terrain TypesHills: +1 attack and defense for both Infantry and Artillery. Artillery can not attack to the other side of a Hill.Forests: Scouts can not see into Forests. Infantry have +1 attack to Fields and Roads. And -1 attack to other Forests. Artillery can not attack to the other side of a Forest.Roads: Infantry attack with standard d7 dice along Roads, except where there is a Bridge. Attacks Fields, Forests, Hills, between different Roads, and across Bridges at -1.Fields: Attack Roads with standard dice. Attacks other Fields, Forests, and Hills with -1 penalty.Water: Infantry can not attack across water unless there is a Bridge. Infantry attack at -1 across Bridges. Artillery and Scouts are not affected by water.
Strategy TipsBe careful to not accidentally abandon a territory. Avoid using the 'T' button.Artillery are only helpful in specific situations. Avoid over using them.